No Time To Play

Tag: shoot’em up

Coming soon: Laser Sky

by on Sep.29, 2016, under Gamedev

Funny how much morale matters in game development. While this weekend I was in no condition to work on Laser Sky, the game was in a condition to be seen by a few early testers, and that gave me the energy to go on. Not that the feedback was so great: everyone’s first reaction was to call it sluggish and unresponsive. It didn’t feel that way to me, but when three people say you’re drunk…

So the first thing I did on Monday morning was to make the player’s ship accelerate just a little faster. Which, to my surprise, improved the game balance, and subsequent testers merely remarked the game is slow-paced. In other words, exactly as intended. Success! Most of them also praised the graphics, though one tester was put off by the same “paper airplane” enemies another loved. There’s no accounting for taste. And hey, both of them recognized the inspiration despite the abstract shape. Go me.

laser-sky-art

Anyway, as predicted last time, the rest of the day was spent adding sound effects. They’re from the same Creative Commons pack I used for Attack Vector, except a different selection (twice as wide, too), and with no additional sources. So the two games ended up sounding nothing the like. Couldn’t locate any suitable music, but a friend offered to help with that, and from what we discussed it seems we’re on the same wavelength. So this should be great.

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Laser Sky progress report

by on Sep.22, 2016, under Gamedev

I wasn’t planning on posting updates today, since real life problems and bad weather conspired to keep me down, but in retrospect the game has progressed noticeably anyway, even if it didn’t feel like that at first.

So, a week ago I announced my new game, a good old shoot’em up called Laser Sky simply because the name was available — as opposed to pretty much anything involving the word “neon”. (Do you know how hard it is to come up with original titles these days? RogueBot for instance is used by a whole bunch of other projects, from a variety of fields. Hopefully nobody sues.)

screenshot-20160922

Anyway, at the time Laser Sky was just beginning to feel like a game, but still lacked variety. So one of the first things to add was power-ups. The first one restores lost energy, or else gives points if you’re topped up — power-ups should never become useless! The second gives you an extra gun (then a third in the tail, which was sorely needed), and after that it erases the heat build-up, that gets significant even though with two guns you fire more slowly. The whole thing took some balancing work, because more guns should be more powerful overall, but still come at a cost. With a bit of special-casing, and otherwise fewer changes than expected, that too worked out great. It requires a change in strategy that just makes sense, and feels satisfying. Not bad for just one addition!

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Birth of a shoot’em up

by on Sep.15, 2016, under Gamedev

I don’t remember whether I played They Started It before or after coming up with the concept for Laser Sky. I had been toying with the Pyglet game library, pondering what sort of game it might be suitable for, and a shoot’em up was the most obvious choice. Not that the world needs yet another game about blowing stuff up. But making a sequel to Attack Vector and getting it right for a change is an old dream of mine, and any excuse to learn a promising new technology is a good one. The big problem was choosing a theme. And like the first time around, nothing I came up with seemed to have legs. Even a briefly considered idea for a cute’em up fizzled out (though that’s definitely worth revisiting). Moreover, it began to dawn on me that coding a sprite-scaling engine on top of a 2D library backed by OpenGL was kind of ridiculous. The new game had to be a good old-fashioned scroller… but then it couldn’t be a sequel to Attack Vector.

screenshot-20160914

In the end, the concept for Laser Sky came to me almost fully-formed during a walk in the park. Trouble is, it involved vector graphics, and that precluded the use of an engine optimized for sprites. So, back to HTML5 it was. The first order of business was dusting off the game microframework I developed two years ago for the original RogueBot. (Which of course revealed a bug, duly fixed.) Making a ship move around the screen, and some basic enemies come at it, was easy enough. Then it was time for them to interact.

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Three Linux shoot’em ups

by on Oct.01, 2010, under Review

frisbee-02

I normally consider myself a fan of strategy games, as most of my all-time favorites belong to this genre. But my latest game happens to be a shooter, and the next will be one as well. Trouble is, I’m not really familiar with the genre. I’ve played R-Type, Chronos and Star Force back in the day, and that’s about it, unless Galaxian counts. So, what’s a developer supposed to do? Why, don the player hat and blast some aliens for a change!

To achieve this noble goal, I turned to the vast selection of games in the Fedora Linux repositories. After filtering out any title with 3D graphics, as well as a racing game filed under shooters for some reason (I think it’s the kind where cars have cannons), I stopped at three titles that seemed the most promising. Here’s how it went.

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