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TIGSource ForumsCommunityDevLogs[Untitled] Retro Style Shooter for HTC Vive
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p1zzaman81
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« on: February 26, 2017, 12:25:17 AM »

Hi everyone,

It is so early that I don't have a name for it yet, so bare with me

I have decided to start a devlog of a game that I started programming a prototype about 3 weeks ago.  My inspirations come from those top down arcade forward scrolling shooters or side scrolling shooters like R-Type and also games like Star Fox. My goal is to make a fast paced challenging visceral space shoot'em ups. Follow this thread for updates on my progress and of course feedback is welcome and appreciated.

Please note that all graphical elements are place holders for now. Will post up some concept art in the coming weeks.

Alright, so I will start off with a gameplay video of the prototype:





Planned Features for M.V.P

Spacecraft + Weapon
+ Multiple weapons to outfit before each level
+ deploy-able companion drones
+ Missile targeting system with the other controller

Enemies
+ planning up to 10 different types of enemies
+ environmental traps
+ variable levels of difficulty, different attack patterns
+ Interesting boss battles at end of each level, each boss will have different modes and destructible parts  Well, hello there!

Stages
+ roughly 5 stages for initial release
+ each stage will have multiple waves of enemies and stage challenges
+ each stage will have a different look
+ boss at end

Powerups
+ Shield
+ Bomb
+ Slow time


Progress
2/1/17: Enemy AI
- Started the project
- First started off with the enemy targeting the player's headset
- Implemented the enemy's weapon systems: weapon sets, weapon firing patterns, destructible weapons

2/5/17: Enemy AI
- Implemented enemy flight pattern customization.
- Configurable weapon pattern to use with the flight pattern to take depending on situation
- State machine for enemies
- Created a prototype boss enemy: individual bottom turrets, rocket mine launcher and dynamic flight + attack patterns

2/12/17: Enemy AI
- Implemented different services to handle different portions of the enemy AI
- Created enemy spawning service that handles waves of enemies

2/19/17: Game play mechanic change
- It was during this time and after numerous tweaking, I realized that it would have been unrealistic for the enemy to target the player's headset as difficulties increases (constant head movement). Also it would have been difficult for me to throw excessive amounts of enemy hordes at the player.  So I have decided to have the player's controller be the target.

Next week
- Powerups and powerup spawning
- More enemy designs
- Some concept art

Thank you for checking it out guys and gals.

-Pizzaman
« Last Edit: February 26, 2017, 09:27:14 AM by p1zzaman81 » Logged

p1zzaman81
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« Reply #1 on: March 03, 2017, 08:39:09 AM »

Added some bloom and particles and new explosions, because you know bloom is important over anything else. And some force from the laser when hitting the enemy.





I'm going to start some concept art this weekend on ship designs and enemy designs.  
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p1zzaman81
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« Reply #2 on: March 04, 2017, 07:53:20 PM »

Going through some design of the hero's fighter craft and some enemy designs



« Last Edit: March 04, 2017, 07:58:44 PM by p1zzaman81 » Logged

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