[WIP]Unnamed Sci-Fi sidescroller shooter
Posted: Sat Nov 17, 2012 6:33 pm
This is what I'm doing. Still in pretty early development status, so don't expect to have a (full) playable game.
This demo ONLY has 4 or 5 waves to show you the actual enemies movements types.
Scroll down for actual features, TODO and so on.
Uhmm... And ESCAPE key leaves app.
It's a gothic-scifi-bulletfest sidescrolling shooter.
Gothic because graphics will be dark, bloodish and a bit chaotic, with bones, skulls and spines.
Scifi because it will have space ships, hightech, metal planks, lasers and and screws.
Bulletfest because it will have A LOT of enemies, missiles lasers and objects in screen.
Sidescrolling and shooter is because it will be a isometric game which aim is to feed your virtual pet . ( ? )
Also I need some C00L name for it. Anyone with imagination here?
And I need some cool free scifi scrollable backgrounds, if possible, 2000x768 or bigger width so repetition is not that annoying.
ACTUAL FEATURES:
-----------------------
- Screen Size fixed to 1024x768, although you can use any other res. The only problem right now is the backgrounds scaling not implemented.
- Up to three scrolling backgrounds for depth of field effect
- Backgrounds dimensions not hardcoded. You can use whatever background width and it will tile perfect.
- Adjustable backgrounds speed and depth of field reduction (right now you need to adjust it via code changing speed variable, but the method is already done)
- Smooth player ship movement, allowing diagonal movement using two arrow keys
- Shooting speed adjustable during runtime
- Projectiles speed adjustable during runtime
- Enemies types not hardcoded.
- Enemies defined by different parameter: sprite, speed, initial x pos, initial y pos, behavior, and so on
- Up to 6 different enemies movement types (will be more): linear movement, zig zag, go to X then return, follow player, keep on rear and move on Y axis, keep on rear and track player Y position, linear movement with speed = background speed...
- Maps not hardcoded. Used a plain text file for maps for easy editing
- Maps use a "trigger by distance" method: when the map "travels" the specified distance, enemies will be summoned with specified parameters.
- Collisions by AABBs. May and will probably change in future version
- Enemies already have health and can be damaged by shooting them
- Probably something else I forgot.
ToDo:
-------
- Enemies attacks
- Player stats. Probably redone player actual stats to a more elegant way
- Game HUD
- Pickable items, inventory, shop system, points for killing, etc.
- Error handling (I was lazy to do it before)
- Game menu
- Better collision detection. Needs testing, but actual method could cause serious slowdowns when many objects are created
- Trigger Map special events
- 90% of game art!!!!
- 100% game maps!!!
- A lot of things to fix and tweak
- Go supermarket buy beer, hamburgers and toilet paper.
Enjoy.
This demo ONLY has 4 or 5 waves to show you the actual enemies movements types.
Scroll down for actual features, TODO and so on.
Uhmm... And ESCAPE key leaves app.
It's a gothic-scifi-bulletfest sidescrolling shooter.
Gothic because graphics will be dark, bloodish and a bit chaotic, with bones, skulls and spines.
Scifi because it will have space ships, hightech, metal planks, lasers and and screws.
Bulletfest because it will have A LOT of enemies, missiles lasers and objects in screen.
Sidescrolling and shooter is because it will be a isometric game which aim is to feed your virtual pet . ( ? )
Also I need some C00L name for it. Anyone with imagination here?
And I need some cool free scifi scrollable backgrounds, if possible, 2000x768 or bigger width so repetition is not that annoying.
ACTUAL FEATURES:
-----------------------
- Screen Size fixed to 1024x768, although you can use any other res. The only problem right now is the backgrounds scaling not implemented.
- Up to three scrolling backgrounds for depth of field effect
- Backgrounds dimensions not hardcoded. You can use whatever background width and it will tile perfect.
- Adjustable backgrounds speed and depth of field reduction (right now you need to adjust it via code changing speed variable, but the method is already done)
- Smooth player ship movement, allowing diagonal movement using two arrow keys
- Shooting speed adjustable during runtime
- Projectiles speed adjustable during runtime
- Enemies types not hardcoded.
- Enemies defined by different parameter: sprite, speed, initial x pos, initial y pos, behavior, and so on
- Up to 6 different enemies movement types (will be more): linear movement, zig zag, go to X then return, follow player, keep on rear and move on Y axis, keep on rear and track player Y position, linear movement with speed = background speed...
- Maps not hardcoded. Used a plain text file for maps for easy editing
- Maps use a "trigger by distance" method: when the map "travels" the specified distance, enemies will be summoned with specified parameters.
- Collisions by AABBs. May and will probably change in future version
- Enemies already have health and can be damaged by shooting them
- Probably something else I forgot.
ToDo:
-------
- Enemies attacks
- Player stats. Probably redone player actual stats to a more elegant way
- Game HUD
- Pickable items, inventory, shop system, points for killing, etc.
- Error handling (I was lazy to do it before)
- Game menu
- Better collision detection. Needs testing, but actual method could cause serious slowdowns when many objects are created
- Trigger Map special events
- 90% of game art!!!!
- 100% game maps!!!
- A lot of things to fix and tweak
- Go supermarket buy beer, hamburgers and toilet paper.
Enjoy.