Game
The Great Space Adventure
10 years ago

Have you played Atari today? ...not like this!


This is The Great Space Adventure. It’s a game heavily inspired by Atari games, and it shows.

You pilot a transforming robot called the Walking Orbital Laser Flyer, or WOLF, and you must save the twelve stars from the evil Big Floating Head. Shoot anything green, and especially shoot dragons, energy cores, and any enemy fire that comes up. Will you be victorious, or will you explode?

If this is a love letter to Atari, you don’t want to see their hate mail.



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There. The hand is drawn.

...now I've got four more angles for this hand to be drawn in, then I'll copy-paste and mirror them for the other hand.

Also, I've added a timer for scoring and convention reasons.

There. Another hand angle. It shouldn't have taken me this long, but this isn't my day job.

If I know what I'm doing, I can flip most of that hand, easily.

The hands have now been drawn.

Now, I'd better program something that does the math for me to do that polygon-blending trick.

So it begins.

It doesn't help that the three forms share parts, but not body arrangements, but nobody's perfect.

...hopefully, people will see this guy as an homage, and not as infringement.

It doesn't matter if you're drawing in pixels, by hand, or with polygons. Hands are hard to draw, period.

Meow.

Tigers are difficult to animate, especially since they have two joints for their hind legs.

Well, it kinda resembles a tiger.

Also not the final boss. Again, I may have gone a bit too far in a few places.

Now that the rigs for this boss are done, I'd better get around to animating them.

I want to do a magic trick that can morph the polygons from one position to the next. I'm doing the keyframes first, then I'll make them automatically do in-betweens with math.

Drawing fingers in perspective is hard, but it'll be worth the effort.

No, this is not the final boss. This is the boss of the last mainline level. There's a difference.

Also, I'm so glad I can pull off stuff like this. There'll be two more forms, though.

Behold, blending vertex positions!

Old position + ((number between 0 and 1) * the difference between the old and new position)

This took so much math, it hurts. ...not the CPU, but it sure hurts me to do.

...and I've got four more angles to do this with.