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Super Descent

Posted: Sat Jun 01, 2013 3:08 pm
by Isaac
I'm a fan of Super Metroid. I can imagine an SNES port of Descent being very similar to that game.
Image
edit: drawn in MyPaint 1.1

Re: Super Descent

Posted: Sat Jun 01, 2013 5:04 pm
by Sapphire Wolf
Sweet work!

Re: Super Descent

Posted: Sat Jun 01, 2013 5:08 pm
by Krom
2D Descent... That could be awesome.

Re: Super Descent

Posted: Sat Jun 01, 2013 6:52 pm
by Alter-Fox
Krom wrote:... That could be awesome.
What?!?! But how would you trichord???!!! :P :lol:

To be honest though, Descent without the 3D wouldn't be Descent to me.

Re: Super Descent

Posted: Sun Jun 02, 2013 5:47 am
by Krom
No, it wouldn't be Descent, but I spent so much time playing Super Metroid (I even knew how to sequence break without using the gameshark or anything like that) that the idea of a Super Descent sounds fun as hell if it is done right. Basically make Super Metroid just where you don't need the space jump to fly... :P

Re: Super Descent

Posted: Sun Jun 02, 2013 11:04 am
by Isaac
Everyone, thanks for your compliments.

Krom, did you ever play Castlevania Symphony of the Night on the first Playstation?

Re: Super Descent

Posted: Sun Jun 02, 2013 11:12 am
by Krom
Never had a playstation, only ever owned a SNES and a game boy.

Re: Super Descent

Posted: Mon Jun 03, 2013 9:00 am
by Foil
Krom wrote:2D Descent... That could be awesome.
I know of a "Descent 0" (2D) game that an old DBBer showed me a few years ago. It was fairly mature development-wise (Java, I think?), and very well done. It was essentially 3DoF (one rotation, forward/back and left/right thrust axes), and had many of the bots and weapons from D1. Descent-style circle-sliding moves actually translated fairly well to 2D.

I'll point them to this thread, perhaps they'll be willing to post some screenshots.

Re: Super Descent

Posted: Mon Jun 03, 2013 10:41 am
by Drakona
Wow, Descent 0. Yeah, I haven't touched that in the last . . . eight years. Foil was trying to get me to add sound five years ago, and I was meaning to port the whole thing over to javascript last summer, since it's using some ancient Java web technology that works now even less than it ever did.

It still doesn't have sound, and the menus are pretty sketch, but once you get into the game, it's pretty functional. 27ish levels and a secret one. :)

It always ways my intent to give it away to the community for free . . . after I finished it. At this point, that includes a port that isn't happening any time soon, so . . . hereyago.

Extract the attached .zip into a directory, and from there type "java Game" on the console.

The menu screens are tragically underdeveloped; you might have to press enter to get choices to take. And you press 'q' to quit.

Re: Super Descent

Posted: Mon Jun 03, 2013 11:14 am
by Foil
Awesome! Exactly as I remembered it. Thank you, Drakona! :D

[ Krom, I think this might deserve its own thread, or even a sticky somewhere. ]

Re: Super Descent

Posted: Mon Jun 03, 2013 1:15 pm
by Drakona
Hehe. It's been so long, I can't still beat it. LotharBot can, though. He just did.

We made some of those levels MEAN. And the boss, too! I forgot!

And I was mistaken -- twenty levels and a secret. Not twenty-seven.

Re: Super Descent

Posted: Mon Jun 03, 2013 2:08 pm
by Foil
Yeah, it's really tough; I'm still re-acquainting myself to the 2D controls.

Re: Super Descent

Posted: Mon Jun 03, 2013 2:55 pm
by Drakona
Not to hijack the thread too much -- it would be fun to make a top-down shooter version. With like, levels and line of sight and sound and stuff. Maybe mouse controls? Music? Save games? Could be a great weekend project.

Unfortunately, I've recently had a kid, bought a house, and started a home business. I can schedule a weekend project in, oh, . . . 2023, I'd guess? ;)

It is a cool idea, though. If I ever get around to it, I should someone to collab on the art, though. It's all programmer art here.

109 KB, though! The way software SHOULD be!

Re: Super Descent

Posted: Mon Jun 03, 2013 11:31 pm
by Isaac
Yeah, that does sound interesting. It'd be like a faster moving Zelda game.

Re: Super Descent

Posted: Tue Jun 04, 2013 1:32 pm
by Foil
A (very poor) attempt at Descent 0. Clearly, I need to familiarize myself with the controls, and find a setup that avoids key-conflicts... but it should help show how the first few levels go. :P

[youtube]t2lfvVNBmD0[/youtube]

Re: Super Descent

Posted: Tue Jun 04, 2013 3:55 pm
by flip
Hehe, that is really cool.

Re: Super Descent

Posted: Tue Jun 04, 2013 9:57 pm
by Ferno
Oh my. wow. First, Drakona shows up (Hi!), and then she gives us Descent 0.


I gotta get to work on that GX quadcopter I've been thinking of...

Re: Super Descent

Posted: Tue Jun 04, 2013 11:41 pm
by Drakona
Hi, Ferno. :)

Yeah, I didn't realize this place was still around. Foil had to send me a note on facebook, and then I had to remember a password I haven't used in several years. I'm glad it's still here. :)

I'm also glad you like the game. I'd always kind of hoped that I would finish it, and that maybe it could find a home on this site somewhere.

It was funny playing through it the other day. LotharBot had designed most of the later levels, but we couldn't always remember which of us had done which ones. I was watching him play through and kept saying, "Man, whoever designed this level was a JERK!!! . . . it was probably me, then."

Level 15's all him, though. Nastiest level in the game, if you ask me.

Some strategy:

- Buying extra shields is one of the most cost-effective things you can do. Later in the game, you should just fill to 200 every time.

- Cloaks and invulns are also cheaper than lives.

- Don't forget you have missiles! (I always seem to)

Re: Super Descent

Posted: Wed Jun 05, 2013 12:31 pm
by Lothar
Further thoughts on d0:

1) every primary weapon is viable for beating the game. Don't feel like you have to buy all of them every time you play. Try experimenting with one or two guns for an extended run, and use the rest of your money on other things, like...

2) buy shields. Boosting to 140 every level, all game long, ends up costing about as much as a single extra life. Buy more on the really hard levels.

3) cloaks and invulns can save a lot of damage too.

4) don't be afraid to spam missiles, even concs. They do a lot of damage, and dead bots are bots that aren't shooting you.

5) it's meant to be challenging. I've probably done a hundred playthroughs and there are still parts of the game that I struggle with. It takes practice to beat even the middle levels.

Also, hi everyone!

Re: Super Descent

Posted: Wed Jun 05, 2013 12:46 pm
by Duper
Hey Guys! good to see you and here about the new addition. thanks for the link and stuff!

Re: Super Descent

Posted: Wed Jun 05, 2013 2:53 pm
by snoopy
Nice link!

Hi there guys. You've disappeared off the map for a while.

Re: Super Descent

Posted: Mon Jun 10, 2013 12:12 pm
by Foil
I've tried D0 a few more times. Still haven't gotten past level 16. :P

Re: Super Descent

Posted: Mon Jun 10, 2013 5:52 pm
by Top Gun
Hee, I'll have to give this a go.

I think there was a really really basic attempt at more of a Descent side-scroller, a la Metroid, way back in the depths of time, though I have no idea who was responsible for that.

Re: Super Descent

Posted: Sat Dec 14, 2013 11:13 am
by Verran

Re: Super Descent

Posted: Sun Dec 15, 2013 1:42 pm
by akula65
This old thread had an early screenshot of Descent Zero and some info on other 2D Descent efforts:

viewtopic.php?t=7017