BitRoamer

I’m working on a new game. I’ve decided to find a way around the areas I’m least talented in (2D graphics and drawing) and supplement it with stuff that I am talented in (procedural visual effects).

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BitRoamer Update – XI

BitRoamer Update:

Changelog

  • Background Grid added!
  • Controls: Mouse reinstated

 

BitRoamer Update-VIII

I’m excited about this update. It’s the first time BitRoamer feels like a game. Move fast enough to grab the health before it times out while avoiding the hordes.

Changelog

  • Enemy melee-ers (aka “hordees”) now move at a constant rate
  • Item drops have a lifetime of 5 seconds before they disappear.
  • Enemies spawn in waves now, a new wave isn’t spawned until all the previous wave’s enemies are dead

 

Todo:

  • Add “ammo” pickup
    • change the players ammo to a finite resource
  • Add player melee
    • new input key
    • animation
    • no ammo for this (obviously)
  • Enemy melee should do more damage than a shooter
  • Change fire rate of player so that it is constant, with a bit more wait between each bullet, and add a reload after every 8th bullet, with a current “Clip” count label or icon.
    • Reload indicator kind of looks like cell phone reception bars or MGS bars
  • Add pathfinding so that enemies can move around each other.

BitRoamer Update-IV

BitRoamer Updates:

  • Add healthbars to user and enemies
  • Add visual effect to mobspawners. This will become more dynamic as development continues

BitRoamer: Upcoming Features

Let’s list some of the things I have planned to implement in BitRoamer very soon. I generally try to plan based on “what can I get done tonight” It keeps development moving faster, and prevents me from getting overwhelmed or burnt out. I have a large backlog of other stuff to add, but I am prioritizing the stuff that makes this a game first. That means, penalties for bad actions and rewards for good actions.

  • Enemies drop items that represent cash or credits
  • 3 credits will let you place a “fence post”
  • 2 fence posts make a wall (do you see where I am going with this)
  • 2 credits will get you a widespread weapon:  shotgun
  • killing a mobspawner drops a special item that allows you to plob a mobAttractor.
    • MobAttractor will act as a beacon that… attracts mobs and takes the heat off of you.
    • If the player gets out of the range of the beacons attraction, the mob will start coming at you again
  • Add some sort of penalty for the player taking a hit (reduction in health) and when the player dies put up the “Game over/Restart?” screen
  • Add new healthbar
  • 1 credit allows you to buy a healing item

Let me know what you think about the credit/buying system or anything else by signing up and leaving a comment on this webzone.

BitRoamer Update-II

New things added to BitRoamer:

Update 02:

  • Enemy and player now have burst fire and reload mechanics.
  • lowered enemy HP
  • optimized renderer to fix framerate issue
  • change play area to widescreen
  • Removed old Top bar. will replace later

 

BitRoamer Update

I add some more features to BitRoamer:

Update 01:

  • Enemy now faces target.
  • Player marker follows mouse.
  • Better centering of image data so that it corresponds to hitboxes

 

AS3 Physics Liquid and bitmap effects

This is also a cool thing I found in the past couple days that is related to my BitRoamer work. It’s related because they both render to bitmaps and use distortion effects, which I had just recently learned for the trail effects in BitRoamer. The technique demonstrated explains how 2D games have done such good water effects, like World Of Goo

 

http://www.patrickmatte.com/stuff/physicsLiquid/

AS3 Freeroam

This is an old project I worked on that is a 2D action shooter. Click the link to check it out

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