The Enemy - Wave 01: Asteroids!
I had a moving ship that could fire, I had a long room within which battles could take place. . . but I had nothing to battle with! Time for some enemies!!!
When I first had the idea of a space shoot-em-up, a long time ago, back in GM V5.3A day's, it was a top-down shooter with the player's ship at the bottom firing up and it was called StarBlaster (you can take a look at it here) and even then I knew what the plot was and what the first wave of enemies should be. The first wave wasn't even going to be enemies! It was asteroids. The plot was the player was going from Earth, through space to the enemy mothership that's approaching Earth so the entire first level was set in space, and what do you find in space? Asteroids.
I toyed with the idea of whether to let the player destroy them or make him have to doge them. . . In the end I settled for dodge, that way the player can 'practice' manoeuvering the ship for when the game gets hectic.
I came across an animated rotating asteroid which I though looked perfect, but having loads of asteroids all tumbling exactly the same didn't look right, so I decided to not have them animated. When created, I stopped their animation and picked a random frame to display as the asteroid, this way, the image shown for the asteroid was 1 of 60 different ones (as there were 60 frames of asteroid tumbling animation) so each asteroid looked different, the end result looked pretty good don't you think?
When I first had the idea of a space shoot-em-up, a long time ago, back in GM V5.3A day's, it was a top-down shooter with the player's ship at the bottom firing up and it was called StarBlaster (you can take a look at it here) and even then I knew what the plot was and what the first wave of enemies should be. The first wave wasn't even going to be enemies! It was asteroids. The plot was the player was going from Earth, through space to the enemy mothership that's approaching Earth so the entire first level was set in space, and what do you find in space? Asteroids.
I toyed with the idea of whether to let the player destroy them or make him have to doge them. . . In the end I settled for dodge, that way the player can 'practice' manoeuvering the ship for when the game gets hectic.
I came across an animated rotating asteroid which I though looked perfect, but having loads of asteroids all tumbling exactly the same didn't look right, so I decided to not have them animated. When created, I stopped their animation and picked a random frame to display as the asteroid, this way, the image shown for the asteroid was 1 of 60 different ones (as there were 60 frames of asteroid tumbling animation) so each asteroid looked different, the end result looked pretty good don't you think?


0 Comments:
Post a Comment
<< Home