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What do you think?

I like the background a lot, it reminds me of the floors in lasertag buildings. Very nostalgic.

I'm not really sure what I'm supposed to be doing, my bullets don't seem to hurt the enemy. I also spent ages following the green arrow, only to find out it was taking me in circles. I then realised it was my own direction and I felt pretty stupid lol

The thing that made me stop playing was it was too hard to turn around, I'd definitely increase the turning speed of the ship.

Good luck!

*Warning Game Incomplete Expect Bugs*

A gateway appears in space near Earth orbit. Suddenly it powers up but the top explodes before it could finish. A shockwave hits earth and stops all internet communications, the internet goes offline. They called it, the disconnect... *Show game title and load menu*

Start Menu

Single player

Co-op

View high scores

Opening scene after starting game

(This didn't make it in time)

Description appears saying: After the disconnect event all computers on earth began to load a program. Then move into the program screen. Loading... *Pause* Hello World... The Internet is offline... The solution, resolve the Offline... *In a quirky alien text that forms into our ASCII characters as it types*

Then you get taken into the space game.

The "Offline" are the enemy red ships, they are to be destroyed.

Menu Controls

Player 1 or 2 controls for menus and mouse.

Esc to exit from high score sheet.

Player 1 Controls

W,S,A,D movement.

Space - Fire.

Player 2 Controls

Arrow keys

Right Ctrl - Fire.

Genre

It's a top down asteroids style shooter. With various missions and a more detailed high score chart.

Missions

(This didn't make it in time)

Save Planets from the offline and reconnect them.

Defend Stations and upgrade your ship at them prior to battle and after. Increase rows and columns of a grid type setup. Add various guns at the front, edge guns are default cannons. You can escape after 1 minute of waves but doing so twice won't let you use the station to buy until you protect them.

Blow up Enemy Ships and Collect their Cache in open space. (Yes I'm playing with Cash words with internet terms ;))

Fragmented space area, has lots of fragmented floating about and few enemy ships, you can choose to loot and quickly escape through an exit space gate before encountering if your ship is too damaged.

Ships get bigger as the levels progress.

Enemy Ships "The Offline" are in Red and Shoot at you.

"The Fragmented" Ships are Brown and drift in space, avoid them as they caused damage on collisions or shoot them to blow them up.

Mission flow

After arriving through a gate in the first space mission area, the system has four gates to choose from. After clearing the enemies the four gates will activate. Letting the player decide which system to visit next out of the four types mentioned above. The different mission areas have different goals to complete or avoid depending on player ship health against current level of ships faced.

As the game progresses the enemy ships get bigger and tougher, the player can also upgrade their ship at stations mentioned above to counter.

What hasn't been added yet

Opening sequence mentioned above.

Missions mentioned above.

Pause game.

Sounds/Music.

Varying atmospheric noises.

Particle Effects, e.g. firing, damage, movement.

Planet level, mission clear the area. Worth 3 level upgrade.

Station level with buying system to upgrade the ship length and width. Worth 2 level upgrade.

Space Level, clear enemy ships. Worth 1 level upgrade.

Fragmented level, clear the area of fragmented and an unwelcome enemy ships. Worth 0 levels.

Weapons

  • Missiles

  • Beam

  • Pulse Beam

  • Mines

Defences

  • Shields in the middle every complete 9 square of the ship hull.

  • Flak turrets anti-missile

Win/Lose per system scenario.

3 lives to respawn, respawn sets player back to level 1, game stays at level but the lesser risk missions allow to accumulate cache again to upgrade at next station.

Save to high scores at game over, init and loading works though.

Power mechanics for hull length to guns/engines at the back. Width for turn speed.

#scifi #operagxgamejam #action #space #shooter #asteroids #operagx #operagamejam



all-ages

My shield effects needed some work so I've updated that this evening, I think they look better then they did at least. Now to the main focus, shop system, planet level and some more weapons!!!

Efficiency fixes, the game is now stable to level 100, woot! Time to get the levels done and work on the station shop system

Scrapped that idea and just getting back to getting the game finished in a playable state.

Some updates:

Dead hull bits drift to the player when in the players collection radius & radius appears when collecting.

Jumping out of system is now bug free.

More developments and how I'm going to try this idea out, I'm thinking some functions for my original code and some new test ones to avoid having to rewrite the whole thing if it goes wrong and sets me back further 😬

Taken a break but getting back to it, I've had an idea that might make it possible to have giant ships. If I nail this then I can add an interesting element to the game like boss battles. The main aim is to not kill the frame rate.

Sorted saving the ship shapes each jump to the next level, surprisingly easy once I put it together on paper outside of my brain. It's a scary quantum realm up there 🤣

Back to game development on this project, I've added level change triggers, bug fixed a load of ship issues and dieing bits and pieces. Watch this space I'll try and get a working version to look at in the next couple of weeks.

I'm still working on this game, just sorting a puzzle for gamemaker showcase first 😊👍

Exit level this evening, player must interact to set it away if active.

Need the ship to fit in the gate perhaps scale it down and disappear once through.

Player respawn tonight to round off, just need to be invulnerable for say 10 seconds