BitRoamer Update-VII
BitRoamer update
- Changed health drop to be more frequent
- player now moves 2/5 as fast as before
- Enemies now have a 15% chance to be a shooter
- Non-shooter enemies are 3x faster
- Non-shooter enemies are considered “melee” enemies
- Added melee enemies
- Melee enemies “bump” into the player as their melee action and reduce player’s health
- Added score label
- Player gets a major score for killing enemies
- Player gets a minor score for picking up items
- MobSpawners reduced to 1.
- Enemies spawn at an exponential rate
- Player bullets get removed at their first impact
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-ers should move at a constant speed instead of the discrete movements currently
- 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.
- Slow down the rate of spawning so that new waves don’t come out until the old wave is gone
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
Atari Breakout
If you google image search ‘atari breakout’ and just let it sit there a moment it will do stuff.
Atari Breakout Google easter egg
I tried pulling the source, but it looks obstruficated.
Instead of the google source, heres an HTML5 example https://github.com/brayniverse/breakout