Posts Tagged ‘weapons’

A Wild Screenshot Appears

Posted by (twitter: @frimkron)
Saturday, April 21st, 2012 8:12 am

Here’s a screenshot of my game so far:

The idea is it’s going to be a kind of defense game but with a twist – you have weapons and science at your disposal! For each incoming alien ship you have to decide whether to scan them or blow them up. Or something. The idea is still in flux at the moment.

AVOIDAL – home found!

Posted by
Wednesday, October 27th, 2010 10:44 am

AVOIDAL - Use Your Enemies

AVOIDAL (my August 2010 Ludum Dare entry) and October Challenge entry has found a home!

I’m excited to report I finalized on a primary sponsorship deal with Tom Fulp of Newgrounds last week and have finished all the integration and testing work required. That work included getting to create 23 fun medals (achievements) for players to win when the game is played over on the Newgrounds site with a player account. The game will launch over there next week on November 3rd. I’ve also managed to sell a few non-exclusive licenses including one to Big Fish Games. The primary sponsorship was found via posting to Flash Game License. I spent a good bit of time in October working on, play testing, and polishing the original competition version into the final version.

AVOIDAL screenshot - final version

The highscores have been reset so get in there and play!

Second playable build

Posted by
Saturday, August 21st, 2010 1:20 pm

Second playable version

This is my second playable Flash prototype.

Try to draw the enemy spikes and red seeker boxes into the yellow mines for points. If you hit anything on screen you will take damage. Your energy recharges over time. If you lose all your energy it is game over.

Idea and mockup

Posted by
Friday, August 20th, 2010 7:30 pm

mockup1

Got my basic idea in place. Since there is so little time in this competition I was looking for an idea that I believe will be a good balance of fun with ease of implementation. This theme is fun and so wide open I expect a ton of similar base ideas implemented in many different ways.

My idea is simply an arcade score or collect-o-thon based around using various types of enemies on screen as your weapons to hit the collectibles.  In the screenshot above you are the target or bullzeye player which will be mouse-controlled.

You will fly around and lure the enemies into following or shooting at you. Once they are coming at your player you can move them around to hit the collectibles.

Simple and basic but it leaves a lot of room for fun and messing around with that mechanic.

enemys as Weapons!

Posted by
Friday, August 20th, 2010 7:02 pm

😀
here i go!

good luck to all!

Now…. with ENERGY WEAPONS!!

Posted by
Saturday, April 18th, 2009 5:53 pm

Play in yo browser here…

Yeah– I’m excited.. so far… OK.. the two largest ships fire these purple beam weapons.  The largest ship with the chance of firing 2 of them.. the second largest ship firing one.

I also have doubled the level length but that will change as well eventually.. I just wanted a larger amount of ships to fly through.

Also.. I made it so if your fleet touches any of the screen boundaries.. they asplode.  Ideally… this wouldn’t be the case.. but after fighting collision detection logic (it is complicated due to fleet coords/ tweening patterns etc..) there were so many ways to rig the system to get your ships to hide.. that I just made them asplode… :)

Anyway— Beam weapons give you a tiny bit of warning via visual clue.. think any robotech episode when they are firing the reflex weapon.. there is always that .35 of a second where you can get out of the colorful path before you are so many cinders.

So.. recap: running into screen boundaries.. capital ships.. or giant purple lasers will kill your little ships.. :)

Let me know if the effects are killing anyones computers yet.. i’ve done 0 optimizations.. (hey.. its LD)

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