Flyer Deathmatch is a simple 2D top-down shooter. The only goal of this game is to shoot down other ships, controlled by dumb and crazy AI =)
Changes from 1.20:
Added small visual effect - when exploding, ship splits into four parts
Added two teams ( corporations ) - CED and PTMC
New AI scheme - dumber, but more logical =)
Added secondary weapon - missiles!
Added possibility to set player-controlled player as AI player
Now the same team players nicknames displays over the ship
Added two new types of ships
Types of ships:
pyro - ship with average characteristics phoenix - fast interceptor, bigger interval between shots magnum - slow, but powerful fighter sharpshooter - the fastest fighter, that have only one gun thor - the most powerful ship. And also, the slowest =)
Controls: Menu
Up/Down arrows - select menu item Left/Right arrows - change option of an item ( if available ) Enter - confirm selection
In-game
WASD - movement Mouse - aiming Left mouse button - shooting primary weapon Right mouse button - shooting secondary weapon Escape - pause Tab - table of results ( frags, deaths )
Some features:
You can enter your nickname. Just select 'Name' intem in the menu, press Enter, type your nickname, and press Enter again to end. For now it's not possible to type in capital letters or to delete them ( shift, backspace and other non-letter buttons are not working properly ), sorry for that =\
To start the game, select 'Start game' and press Enter
Very nice!
though you should fix the player detection.
Enemies are able to see you even beyond the screen making it easier to die whilst not knowing where the enemy was.
but overall its good!
IAsep-TrixI wrote:Enemies are able to see you even beyond the screen
Thank you! But enemy couldn't see other ships, if they are outside the screen. The AI players just shoot randomly in direction they got last time, and that is why you could think that they know where you are =)
IAsep-TrixI wrote:Enemies are able to see you even beyond the screen
Thank you! But enemy couldn't see other ships, if they are outside the screen. The AI players just shoot randomly in direction they got last time, and that is why you could think that they know where you are =)
Next version will probably be released tomorrow. List of what have been already done:
Added two more ship types: magnum ( more shields, less interval between firing lasers, low speed ), and phoenix ( high speed, low shields )
Changed the laser color ( it wasn't important at all, but i thought that yellow laser will look better )
Added sounds
When bullet hits an object, light from it disappears slowly, not in one moment
When energy reaches zero, player couldn't shoot =)
Added energy and shields power-ups, which are 'falling' from destroyed ship
And what i have to do:
Make AI players react to the power-ups nearby and collect them
Make power-ups generate at some places of the map
Make sparks flying from the place, where bullet hits the ship
Here is the screenshot from developing version 1.10 =)
Hey, the game has gone so epic! I was wondering though, how did you get dynamic lights for your bullets and how did you shoot 2 at once? Im thinking of doing that in R.O.B.B.E.D. (my new game that I have been working on for 2 months)