Space Blaster
A downloadable game
modifications:
-visible HP bar for the player
-dash ability via right click. Has UI and customizable attributes
-the first level features a typical projectile. the second level features more enemies, diagonal shooters, but the player is armed with a powerful laser. the third level features a fast-firing but inaccurate projectile, with powerful 'minion' enemies and a final 'boss' enemy
-boss on level 3, with the following modifications: increased size and hp diagonal projectiles have increased size. every 3rd shot fires a shotgun-like spread of projectiles. diagonal guns can be shot at + destroyed. Periodically fires a laser down the center, which pierces and deals massive damage. Rotates around 360, counter clockwise. A friend was kind enough to create custom music for the boss fight, which is very good.
SMALL CHANGES -
-added 'flame' particles to the player, which change during a dash
-third level's black hole has asteroids orbiting around it, which deal damage to the player on contact. the player is sucked into the black hole when they get too close
NOTES:
-I tried to add an 'Enrage' script for the boss, which referenced the Health script, and would change the boss into a 'chaser' type enemy once it got below half HP. However, despite properly changing the boss to a 'chaser' type, the boss itself would not chase - the game would also start enormously lagging at this point. I ultimately removed the script from game objects because of this.
-I tried to access the enemy sprites via the Sprite Editor, so that I could isolate the 'diagonal shooter' model from its guns. This would allow me to visually remove the guns from the boss, when the guns are destroyed by the player. However, despite poring over numerous guides + attempting my own UFO model (unsuccessfully, turns out I'm not a great digital artist) I wasn't able to come up with a good way to visually signify the guns being destroyed, besides the pre-existing 'enemy hit' and 'enemy death' FX.
I'm disappointed I couldn't add these two features, since I think I could have fixed them if I had more time. However, I improperly budgeted my time, since I didn't expect the 'Dash' ability to take 5 days to complete (the script itself was quick, but linking it to a particle system + UI took a lot of tinkering and reverse-engineering other scripts). Despite that, I still found the project a great learning experience. Next project, I will budget my time to account more for unpredictability, and I will go into it with some basic C# knowledge that I picked up from this project, like linking together scripts, or incorporating buttons and particle systems. I also briefly tinkered with a 'darkness' system for the game, where the game provided basic light sources, and the player had a directional light. I didn't end up incorporating it, since it didn't fit the theme of a fast-paced space shooter game, but it was useful to learn, since I understand the basics of lighting in 2D now. Overall, although I think the end result of this project could have been better given more time and if I had budgeted my time better, I still learned a lot, and I'm very excited to be expanding my game design toolkit.
Status | In development |
Author | Random Ginger Guy |
Genre | Shooter |
Comments
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I really like your proposed modifications and am looking forward to trying your final product - nice work!
As a tip, when making new levels, try to make sure that they're significant and unique/different from others in some shape or form. Adding new enemy types, challenges, or obstacles can help with this!