Day 11: Enemy Behaviours, Shields, Credits
Development time: 2.5 hours
I added 4 different enemy behaviours. To call them AI would be too much of a compliment, they're pretty dumb. I thought about having them follow preset paths (like waves of enemies in Galaga) but after thinking about how much time I wanted to put into the enemies I settled on these movements.
I didn't like that after the player died they could be thrown into a bad situation with an asteroid right on top of them, so I added a shield. First the shield was added to the gameObject.png sprite sheet, and the dimensions added to sheetOptions. Then a new collision filter was created since I wanted the shield to collide with the same things as the ship but not with the ship itself. After playing with the sheild for a while I settled on a 9 second fade out, which would give the player time to clear the area around the ship before it disappeared. The collision detection code was modified to account for the shield.
I added a new scene scenes/gameAbout.lua for the game credits and added a button to the menu that takes the player to the credits screen.
Next: Day 12
Get Asteroid Blasteroid
Asteroid Blasteroid
Simple shmup with a space theme
Status | Released |
Author | Prairiewest |
Genre | Shooter |
Tags | android, corona, Game Jam, ios, Shoot 'Em Up, Space |
Languages | English |
More posts
- Post Project ThoughtsSep 28, 2017
- Day 13: Control ChoiceSep 26, 2017
- Day 12: Device ControlsSep 25, 2017
- Day 10: High Score NamesSep 25, 2017
- Day 9: Adding EnemiesSep 25, 2017
- Day 8: Animations and UISep 25, 2017
- Day 7: Energy CrystalsSep 25, 2017
- Day 6: Audio, Energy BarSep 25, 2017
- Day 5: Explosions, Asteroid Size, ControlsSep 25, 2017
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