my planning docs for my mobile first space shooter. These slides outline my design approach, mechanics of the game needed, and necessary systems required
This technical document outlines the design and requirements for a squad-based multiplayer game. It describes the game's levels, user interface, squad units, enemies, camera and movement systems. It also details the general requirements such as supporting a 3D environment, reward/punishment systems, difficulty progression, and audio. Additional graphics requirements are outlined that involve using particles for explosions and custom shaders for animated models and lighting effects. The artificial intelligence requirements involve controlling individual characters, squad groups, and pathfinding algorithms.
The game Breach takes place in 2123 after an experimental reactor using a new element called Excidiem caused a meltdown, transforming the planet. The player controls the defensive AI of the Excidiem core aboard an isolation sphere, defending it from enemy "Contagions" by moving along rails and using weapons. The goal is to protect the core as long as possible through increasing difficult levels until the unstable Excidiem explodes. Powerups and upgraded weapons can be earned to aid in defense.
Technology & Games For Stroke RehabilitationJames Burke
A short presentation provided for a talk with the young members of IET (The Institution of Engineering and Technology) in Belfast.
The talk mainly focused on our current work with webcam games (background had been covered by a colleague in a previous presentation), as well as the Wii remote, which members of the IET had shown interest in.
This document provides an overview of updates being made to the Lunia game, including:
1. Adding a 3D viewing option in addition to the existing 2D view.
2. Introducing a new character and continuing the Myth storyline with Episode 5.
3. Balancing quests, stages, monsters through a new patch.
4. Improving systems like the patcher, friend invitation, and global wiki through new engines and interfaces.
The usability test plan summarizes testing done on the game Once Legendary. Testing found issues with controls not matching the menu, enemies doing little damage, character falling through platforms, and awkward sword controls. A questionnaire was used to identify casual versus hardcore gamers. Testing involved thinking aloud and answering post-level questions. Initial feedback identified issues like a lack of checkpoint indicators and enemies being ignorable. Data collected included times, deaths and errors encountered. The plan aims to help the developers improve the game based on a casual player perspective.
Games for Nature - how games can make a changeCaroline Howes
This document discusses how games can promote environmental conservation. It begins with an introduction to games for nature and provides examples of existing games that promote conservation, such as Okami and Little Big Planet. It then explains how game developers can partner with charities by including virtual items or currency exchanges in games. The rest of the document discusses game mechanics like story, challenge, and reward that make games fun and addicting, providing tips for designing conservation-focused games. It concludes by having the readers break into teams to create game concepts addressing conservation and then pitch their ideas.
Designing and Evolving an Unreal Tournament 2004 Expert BotAntonio Mora
This presentation describes the design of a bot for the first person shooter Unreal Tournament 2004, which behaves as a human expert player in 1 vs. 1 death matches. This has been implemented modelling the actions (and tricks) of this player, using a state-based AI, and supplemented by a database for ‘learning’ the arena. The expert bot yields excellent results, beating the game default bots in the hardest difficulty, and even being a very hard opponent for the human players (including our expert). The AI of this bot is then improved by means of three different approaches of evolutionary algorithms, optimizing a wide set of parameters (weights and probabilities) which the expert bot considers when playing. The result of this process yields an even better rival; however the noisy nature of the fitness function (due to the pseudostochasticity of the battles) makes the evolution slower than usual.
This technical document outlines the design and requirements for a squad-based multiplayer game. It describes the game's levels, user interface, squad units, enemies, camera and movement systems. It also details the general requirements such as supporting a 3D environment, reward/punishment systems, difficulty progression, and audio. Additional graphics requirements are outlined that involve using particles for explosions and custom shaders for animated models and lighting effects. The artificial intelligence requirements involve controlling individual characters, squad groups, and pathfinding algorithms.
The game Breach takes place in 2123 after an experimental reactor using a new element called Excidiem caused a meltdown, transforming the planet. The player controls the defensive AI of the Excidiem core aboard an isolation sphere, defending it from enemy "Contagions" by moving along rails and using weapons. The goal is to protect the core as long as possible through increasing difficult levels until the unstable Excidiem explodes. Powerups and upgraded weapons can be earned to aid in defense.
Technology & Games For Stroke RehabilitationJames Burke
A short presentation provided for a talk with the young members of IET (The Institution of Engineering and Technology) in Belfast.
The talk mainly focused on our current work with webcam games (background had been covered by a colleague in a previous presentation), as well as the Wii remote, which members of the IET had shown interest in.
This document provides an overview of updates being made to the Lunia game, including:
1. Adding a 3D viewing option in addition to the existing 2D view.
2. Introducing a new character and continuing the Myth storyline with Episode 5.
3. Balancing quests, stages, monsters through a new patch.
4. Improving systems like the patcher, friend invitation, and global wiki through new engines and interfaces.
The usability test plan summarizes testing done on the game Once Legendary. Testing found issues with controls not matching the menu, enemies doing little damage, character falling through platforms, and awkward sword controls. A questionnaire was used to identify casual versus hardcore gamers. Testing involved thinking aloud and answering post-level questions. Initial feedback identified issues like a lack of checkpoint indicators and enemies being ignorable. Data collected included times, deaths and errors encountered. The plan aims to help the developers improve the game based on a casual player perspective.
Games for Nature - how games can make a changeCaroline Howes
This document discusses how games can promote environmental conservation. It begins with an introduction to games for nature and provides examples of existing games that promote conservation, such as Okami and Little Big Planet. It then explains how game developers can partner with charities by including virtual items or currency exchanges in games. The rest of the document discusses game mechanics like story, challenge, and reward that make games fun and addicting, providing tips for designing conservation-focused games. It concludes by having the readers break into teams to create game concepts addressing conservation and then pitch their ideas.
Designing and Evolving an Unreal Tournament 2004 Expert BotAntonio Mora
This presentation describes the design of a bot for the first person shooter Unreal Tournament 2004, which behaves as a human expert player in 1 vs. 1 death matches. This has been implemented modelling the actions (and tricks) of this player, using a state-based AI, and supplemented by a database for ‘learning’ the arena. The expert bot yields excellent results, beating the game default bots in the hardest difficulty, and even being a very hard opponent for the human players (including our expert). The AI of this bot is then improved by means of three different approaches of evolutionary algorithms, optimizing a wide set of parameters (weights and probabilities) which the expert bot considers when playing. The result of this process yields an even better rival; however the noisy nature of the fitness function (due to the pseudostochasticity of the battles) makes the evolution slower than usual.
Designing and Evolving an Unreal Tournament 2004 Expert Botkeldon_spain
This document describes the evolution of an expert bot for the game Unreal Tournament 2004 using genetic algorithms. The researchers created an initial expert bot (E-Bot) using a state machine approach that outperformed the game's standard bots. They then used genetic algorithms to evolve improved bots (GE-Bots) by optimizing parameters of the E-Bot's AI. Three approaches were tested: one with a 143-gene chromosome that performed poorly, one with a 26-gene chromosome, and one using a complex fitness function that considered additional factors like weapon usage. The 26-gene complex fitness approach produced GE-Bots that outperformed the original E-Bot in matches.
This document proposes a concept for a pervasive laser tag game called "Future Warfare" where players use laser guns, sensor-equipped jackets, and a smartphone app to track each other on a map and shoot each other, with the app handling player registration and match creation, providing real-time player locations and status updates, and communicating with the laser guns and jackets via Bluetooth. The laser guns and jackets would be built with Arduino/Genuino components like lasers, sensors, and Bluetooth modules to detect hits and track ammunition, while the app manages the game's rules, interface, and online match database.
This document describes a pervasive laser tag game concept called Future Warfare. The game uses laser guns, sensors, and a smartphone app. Each player has a laser gun that can shoot at other players' sensor-equipped jackets. The guns communicate wirelessly with a mobile app over Bluetooth to track ammunition, deaths, and more. The app provides a map interface and game information. It connects players and tracks the game in progress, ending when time expires or a winner emerges. The concept supports both cooperative and competitive multiplayer modes of play.
This document provides an introduction to 2D game development using a game engine. It explains that a game engine is the program used to build the game world and drive interactivity. Game engines are made up of different parts that work together. The document outlines that students will learn how to create sprites, controllable player objects, enemy objects, and rooms/levels in GameMaker by following tutorials. The goal is for students to understand what a game engine is, be able to create sprites, and use visual coding to create object movement.
Modelling Human Expert Behaviour in an Unreal Tournament 2004 BotAntonio Mora
This paper presents a deep description of the design of an autonomous agent (bot) for playing 1 vs. 1 dead match mode in the first person shooter
Unreal Tournament 2004 (UT2K4).
The bot models most of the behaviour (actions and tricks) of an expert human player in this mode, who has participated in international UT2K4 championships.
The Artificial Intelligence engine is based on two levels of states, and it relies on an auxiliary database for learning about the fighting arena. Thus, it will store weapons and items locations once the player has discovered them, as a human player could do.
This so-called expert bot yields excellent results, beating the game default bots in the hardest difficulty, and even being a very hard opponent for the human players (including the expert).
It has been presented at SEED 2013 (I Simposio de Entretenimiento Digital) in CEDI2013.
Unit 72 my computer game user guide (1) (4)Lewis Brierley
The game story follows Ulfir, who lives alone in the wasteland of Skelacia. Skelacia is inhabited by clans that terrorize locals. Ulfir is attacked by the cannibalistic Blood Lust clan, who destroy his home. The player must help Ulfir prepare for war against the Blood Lust clan by crafting weapons and recruiting allies, with the goal of eliminating the clan from Skelacia.
The document describes an Android game called "Shootemup" developed using the Libgdx game engine. The game is a 3D shooting game where the player shoots monsters in different levels and backgrounds to earn money and upgrade weapons. Key aspects of the game implementation include the user interface, gameplay mechanics, weapon and level selection, health system, and high score tracking. Screenshots demonstrate the different screens in the game like gameplay, pause, options and store menus. The conclusion states that the game provides an engaging experience through its detailed gameplay and graphics.
The document provides an overview of the popular battle royale game PlayerUnknown's Battlegrounds (PUBG). It describes the open world map which includes various terrains, structures, and vehicles. It also discusses the first-person shooter gameplay where 100 players battle to be the last surviving player. Players can customize their avatars and loot weapons, armor, and supplies to aid their survival. The goal is to kill other players while avoiding the poisonous blue zone that slowly closes in on the map. PUBG utilizes the Unreal Engine 4 and aims for photorealistic graphics to create an immersive battle royale experience.
This design document outlines the key elements of a game called Hive Mind. It describes the game as a combination of an RTS and third-person shooter where the player controls a squad of 4 different robot types to escape from an experimental lab overrun by insects. The document details the core gameplay, game modes, goals, user interface, scoring, controls, level and game structure, visual style, story, sound, specifications and usability considerations. Sections cover the gameplay mechanics and objectives, level progression, character and enemy designs, and technical requirements for the game.
Endless Frontier - Mobile Idle Inflation RPG game
*Average global ARPDAU is $0.58, which is 10 times higher than that of average RPG and that of Clash of Clan - the Global #1 Game.
*Global Retention Rate - 1d/7d/15d/30d : 55%/32%/25%/22%
The document describes a space shooter game being developed using the XNA framework. The game will use trackpad controls to provide an immersive experience for laptop users. It is being developed by a team of students and will feature top notch graphics, multiple levels of difficulty, scoring, time tracking, and collision detection. The document outlines the game's design, functions like initialize, load content, unload content, update, and draw. It also discusses the XNA framework, collision detection using bounding spheres, and the team's step-by-step implementation process in three phases.
The goal of the game is to Kill All Viruses that display on your computer screen before they crash it. Virus attack will increase during game play, so stay alert and manage your memory level within the game.
This document describes the various menus and tools available in the GameMaker software for creating sprites, objects, rooms, backgrounds, particle systems, enemies, and more for building a 2D game. It provides screenshots and explanations of the sprite editor, object creator, room designer, background tools, code editor, and other features used to develop a game where the player navigates various levels shooting enemies. Adjustments made include adding more realistic backgrounds, different types of levels, a final boss, death and win screens, a start screen, tutorial, and background music.
This document provides an overview of using Kodu Game Lab for game design. It discusses different game genres that can be created with Kodu. It also covers key game design elements like objectives, rules, and player interaction. The document demonstrates how to use Kodu's visual programming interface to create 3D worlds, program objects and characters, and develop basic games. It includes tutorials for programming movement, behaviors, and game mechanics. The goal is for students to understand game design principles, learn basic programming, and create their own Kodu games.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
The document outlines Callum Deighton's workflow for creating a 2D game. It begins by describing how he created a 32x32 pixel sprite for the player character and added code to program player movement. It then discusses adding additional elements like a room, scrolling background, particle system, projectiles, enemies, health systems, scoring, title screens, and a final boss battle. The goal was to complete a full playable game with various interactive elements and challenge for the player.
Hello fellow gamers, my name is Adam and I run a gaming site called Gamescroller. I create regular livestreams, reviews, previews, unboxings and indie game showcases for YOU my fellow gamers. I try to help out indie developers where I can and so a lot of my content is based around indie gaming, this particular post is about an Indie game called DinoSystem where you must survive a harsh wilderness of Dinosaurs!I would like to take this opportunity to inform you that Gamescroller is a part of the EotP Gaming Network, a young network of like-minded gamers who want to stream and create content for all gamers and create a vast community where we are all united as one glorious gamer base.So sit back and enjoy as we jump into prehistoric world of DinoSystem!
Killzone Shadow Fall: Threading the Entity Update on PS4jrouwe
This document discusses Guerrilla Games' approach to multi-threading entity updates in Killzone Shadow Fall on the PlayStation 4. It covers defining entities and their dependencies, a job-based system where one entity update is one job, scheduling algorithms to balance jobs across frames, and performance results showing a 4x speedup versus the PlayStation 3 version. Debug tools like yEd are used to visualize complex dependency graphs. The system allows most of the game to be programmed sequentially while exploiting multi-core performance on PS4.
This document discusses collision detection in games. It explains that collision detection determines the intersection of two moving objects. Common steps are selecting objects to test for collision and checking if they collided. It then discusses algorithms for detecting collision and describes a simple game called "Hit the Target" that demonstrates collision detection by having the player move a turtle to hit a target. The document concludes by outlining how to code collision detection using Microsoft Small Basic.
This document provides an overview of a presentation on indie game development. It discusses the speaker's background and qualifications in software engineering and game development. The agenda covers the brief history of indie games, what is needed to become an indie game developer, game psychology principles, popular game engines like Unity and XNA, and includes live coding demonstrations.
Designing and Evolving an Unreal Tournament 2004 Expert Botkeldon_spain
This document describes the evolution of an expert bot for the game Unreal Tournament 2004 using genetic algorithms. The researchers created an initial expert bot (E-Bot) using a state machine approach that outperformed the game's standard bots. They then used genetic algorithms to evolve improved bots (GE-Bots) by optimizing parameters of the E-Bot's AI. Three approaches were tested: one with a 143-gene chromosome that performed poorly, one with a 26-gene chromosome, and one using a complex fitness function that considered additional factors like weapon usage. The 26-gene complex fitness approach produced GE-Bots that outperformed the original E-Bot in matches.
This document proposes a concept for a pervasive laser tag game called "Future Warfare" where players use laser guns, sensor-equipped jackets, and a smartphone app to track each other on a map and shoot each other, with the app handling player registration and match creation, providing real-time player locations and status updates, and communicating with the laser guns and jackets via Bluetooth. The laser guns and jackets would be built with Arduino/Genuino components like lasers, sensors, and Bluetooth modules to detect hits and track ammunition, while the app manages the game's rules, interface, and online match database.
This document describes a pervasive laser tag game concept called Future Warfare. The game uses laser guns, sensors, and a smartphone app. Each player has a laser gun that can shoot at other players' sensor-equipped jackets. The guns communicate wirelessly with a mobile app over Bluetooth to track ammunition, deaths, and more. The app provides a map interface and game information. It connects players and tracks the game in progress, ending when time expires or a winner emerges. The concept supports both cooperative and competitive multiplayer modes of play.
This document provides an introduction to 2D game development using a game engine. It explains that a game engine is the program used to build the game world and drive interactivity. Game engines are made up of different parts that work together. The document outlines that students will learn how to create sprites, controllable player objects, enemy objects, and rooms/levels in GameMaker by following tutorials. The goal is for students to understand what a game engine is, be able to create sprites, and use visual coding to create object movement.
Modelling Human Expert Behaviour in an Unreal Tournament 2004 BotAntonio Mora
This paper presents a deep description of the design of an autonomous agent (bot) for playing 1 vs. 1 dead match mode in the first person shooter
Unreal Tournament 2004 (UT2K4).
The bot models most of the behaviour (actions and tricks) of an expert human player in this mode, who has participated in international UT2K4 championships.
The Artificial Intelligence engine is based on two levels of states, and it relies on an auxiliary database for learning about the fighting arena. Thus, it will store weapons and items locations once the player has discovered them, as a human player could do.
This so-called expert bot yields excellent results, beating the game default bots in the hardest difficulty, and even being a very hard opponent for the human players (including the expert).
It has been presented at SEED 2013 (I Simposio de Entretenimiento Digital) in CEDI2013.
Unit 72 my computer game user guide (1) (4)Lewis Brierley
The game story follows Ulfir, who lives alone in the wasteland of Skelacia. Skelacia is inhabited by clans that terrorize locals. Ulfir is attacked by the cannibalistic Blood Lust clan, who destroy his home. The player must help Ulfir prepare for war against the Blood Lust clan by crafting weapons and recruiting allies, with the goal of eliminating the clan from Skelacia.
The document describes an Android game called "Shootemup" developed using the Libgdx game engine. The game is a 3D shooting game where the player shoots monsters in different levels and backgrounds to earn money and upgrade weapons. Key aspects of the game implementation include the user interface, gameplay mechanics, weapon and level selection, health system, and high score tracking. Screenshots demonstrate the different screens in the game like gameplay, pause, options and store menus. The conclusion states that the game provides an engaging experience through its detailed gameplay and graphics.
The document provides an overview of the popular battle royale game PlayerUnknown's Battlegrounds (PUBG). It describes the open world map which includes various terrains, structures, and vehicles. It also discusses the first-person shooter gameplay where 100 players battle to be the last surviving player. Players can customize their avatars and loot weapons, armor, and supplies to aid their survival. The goal is to kill other players while avoiding the poisonous blue zone that slowly closes in on the map. PUBG utilizes the Unreal Engine 4 and aims for photorealistic graphics to create an immersive battle royale experience.
This design document outlines the key elements of a game called Hive Mind. It describes the game as a combination of an RTS and third-person shooter where the player controls a squad of 4 different robot types to escape from an experimental lab overrun by insects. The document details the core gameplay, game modes, goals, user interface, scoring, controls, level and game structure, visual style, story, sound, specifications and usability considerations. Sections cover the gameplay mechanics and objectives, level progression, character and enemy designs, and technical requirements for the game.
Endless Frontier - Mobile Idle Inflation RPG game
*Average global ARPDAU is $0.58, which is 10 times higher than that of average RPG and that of Clash of Clan - the Global #1 Game.
*Global Retention Rate - 1d/7d/15d/30d : 55%/32%/25%/22%
The document describes a space shooter game being developed using the XNA framework. The game will use trackpad controls to provide an immersive experience for laptop users. It is being developed by a team of students and will feature top notch graphics, multiple levels of difficulty, scoring, time tracking, and collision detection. The document outlines the game's design, functions like initialize, load content, unload content, update, and draw. It also discusses the XNA framework, collision detection using bounding spheres, and the team's step-by-step implementation process in three phases.
The goal of the game is to Kill All Viruses that display on your computer screen before they crash it. Virus attack will increase during game play, so stay alert and manage your memory level within the game.
This document describes the various menus and tools available in the GameMaker software for creating sprites, objects, rooms, backgrounds, particle systems, enemies, and more for building a 2D game. It provides screenshots and explanations of the sprite editor, object creator, room designer, background tools, code editor, and other features used to develop a game where the player navigates various levels shooting enemies. Adjustments made include adding more realistic backgrounds, different types of levels, a final boss, death and win screens, a start screen, tutorial, and background music.
This document provides an overview of using Kodu Game Lab for game design. It discusses different game genres that can be created with Kodu. It also covers key game design elements like objectives, rules, and player interaction. The document demonstrates how to use Kodu's visual programming interface to create 3D worlds, program objects and characters, and develop basic games. It includes tutorials for programming movement, behaviors, and game mechanics. The goal is for students to understand game design principles, learn basic programming, and create their own Kodu games.
The document provides information about game development using Unity. It discusses concepts like game engines, Unity interface and components, character control, game design, gameplay, basic components, enemy AI, memory management and optimization. It also covers topics such as the anatomy of video games, the game development process, 2D and 3D art, what Unity is and why to use it, its interface and execution order of event functions. Additionally, it summarizes Mecanim workflow, asset preparation, terrain editing, adding water and skyboxes, importing assets, lightmapping, fog, game design, and enemy pathfinding using waypoints.
The document outlines Callum Deighton's workflow for creating a 2D game. It begins by describing how he created a 32x32 pixel sprite for the player character and added code to program player movement. It then discusses adding additional elements like a room, scrolling background, particle system, projectiles, enemies, health systems, scoring, title screens, and a final boss battle. The goal was to complete a full playable game with various interactive elements and challenge for the player.
Hello fellow gamers, my name is Adam and I run a gaming site called Gamescroller. I create regular livestreams, reviews, previews, unboxings and indie game showcases for YOU my fellow gamers. I try to help out indie developers where I can and so a lot of my content is based around indie gaming, this particular post is about an Indie game called DinoSystem where you must survive a harsh wilderness of Dinosaurs!I would like to take this opportunity to inform you that Gamescroller is a part of the EotP Gaming Network, a young network of like-minded gamers who want to stream and create content for all gamers and create a vast community where we are all united as one glorious gamer base.So sit back and enjoy as we jump into prehistoric world of DinoSystem!
Killzone Shadow Fall: Threading the Entity Update on PS4jrouwe
This document discusses Guerrilla Games' approach to multi-threading entity updates in Killzone Shadow Fall on the PlayStation 4. It covers defining entities and their dependencies, a job-based system where one entity update is one job, scheduling algorithms to balance jobs across frames, and performance results showing a 4x speedup versus the PlayStation 3 version. Debug tools like yEd are used to visualize complex dependency graphs. The system allows most of the game to be programmed sequentially while exploiting multi-core performance on PS4.
This document discusses collision detection in games. It explains that collision detection determines the intersection of two moving objects. Common steps are selecting objects to test for collision and checking if they collided. It then discusses algorithms for detecting collision and describes a simple game called "Hit the Target" that demonstrates collision detection by having the player move a turtle to hit a target. The document concludes by outlining how to code collision detection using Microsoft Small Basic.
This document provides an overview of a presentation on indie game development. It discusses the speaker's background and qualifications in software engineering and game development. The agenda covers the brief history of indie games, what is needed to become an indie game developer, game psychology principles, popular game engines like Unity and XNA, and includes live coding demonstrations.
1. Mobile first, next-gen Asteroid game, DOM BASED
TS based – deployed in Itch.io
Uses peasy-ui and peasy-lighting
Needs to detect touch capabilities or switch to keyboard if desktop
Mobile first:
Meaning that it will need to detect iOS, android, or other
Meaning that is will need to adjust the html elements to fit the device size, and to
adjust for the scrollbars
Meaning that if mobile, touch controls need to be used
All Menu items need to be touch assessable
All HUD elements need to be away from touch controls, and opaque
Fire
Lives: Score: 0
Level: 1
Ammo
Health
States:
• Intro: Game Landing page
• Game: main playable area
• Settings: Configurable landing page
• About
Intro Game Settings About
Setup new game
UI event, pause game,
open settings modal
UI event, open about
modal
UI event, close about
modal
UI event, close about
modal
Game event, game over
UI event, quit game
Progressive Difficulty:
• No more defined stages, just increased spawn rates
• Health of asteroids can increase, as well as scoring
• Increased rate of enemy AI spawning
• Level thresholds can be tied to experience of hitting asteroids and enemies
• Experience boost from destroying asteroid and enemy
Game Over when lives run out
• Life lost when health is empty
• 1 life gained with increasing level, upto max of 3
Navigation
• When moving entity leaves screen edge, it appears on opposite side
• Does not include ammo, ammo is removed from game when it hits edge of
screen
Controls
• Joystick(wasd) ‘up’ provides thrust in direction that player is facing
• Joystick (wasd) ‘left/right’ changes angle of player, but no thrust
• Joystick (wasd) ‘down’ provides reverse thrust, slows player down, or reverses player
• Tap Fire, shots ammo in direction which player is facing, ammo comes out of two
emitter points, and alternates
• Hold Fire, charged firing, with special upgrades
2. Fire
Lives: Score: 0
Level: 1
Ammo
Health
SETTINGS
SFX volume:
Music volume:
ABOUT
Fire
Lives: Score: 0
Level: 1
Ammo
Health
ABOUT
BACK
This application is made using Peasy library, for UI binding, physics, and
lighting.
Peasy Library GitHub: https://github.com/peasy-ui/peasy-ui
Asteroids Plus 2.0 GitHub: https://github.com/jyoung4242/Asteroids-Plus
Please leave your feedback on the itch.io page on how you feel on this
or any issues found.
Asteroids Plus 2.0
BEGIN
Physics (Collisions)
• Asteroids collide with other Asteroids and the collision is elastic, however, each
asteroid will have a mass associated with it, so two different masses collide, it could
transfer energy and change velocities, as well as direction and spin speed
• Asteroids can collide with NPC and playable characters as well, similar transfer of
energy, no spin change though, but different mass asteroids will impact ships
differently
• Player Bullets can collide with Asteroids and other NPC ships, but not with the parent
ship of the bullets… this applies to any ammo from the NPC as well
Combat
• Each bolt of ammo fired reduces the ammo meter by x amount, and while there is
energy supply in that meter, there is not restriction on tapping fire and producing
more ammo
• When energy depleted from meter, then fire rate becomes governed, until recharged
• Destroying an enemy NPC or an Asteroid will result in an energy boost to meter
• There is a once second recharge timer for ammo energy, and will increment x amount
of energy into meter over time
• A power up may be considered to boost this mechanic either faster recharge, or larger
capacity of energy
Scoring
• Each viable bullet collision with either Asteroid or NPC results in points being accrued
• Bonus points upon destruction of either Asteroid or NPC
• Local High scores are kept in browser local storage
3. Development sequence:
1. Screen Responsiveness and Detection
2. Game States
3. Fixed Step Engine
4. ECS
5. Entities
1. Player
2. Asteroids
3. Bullets
4. Star
5. NPC AI
6. Joystick System
7. Keyboard Input
8. Components
1. Mass/size
2. Velocity
3. Collision Detection & Recovery
4. Animations
5. Lighting
9. Systems
1. Rendering
2. Movement
3. Collisions
4. Animation
5. Lighting
10. Spawning
11. Scoring
12. Experience/Levels/Progression
13. HUD
14. Audio
15. AI system
16. Boosts – power ups