More ships in Space Fury.

You may have read that I’m expanding Space Fury to have 4 times the enemies.
Most of that is already done. Tonight I decided that if there are more bosses and more enemies, there should also be more powerups for the player.

Powerups in Space Fury are basically new ships to fly in. You start off with a small red ship and in the original arcade machine you get the choice to dock and add something to your hull. The original game has 3 extra hulls to chose from.

I’ve just implemented a 4th powerup/hull/extraship to chose from.
Here are the 4 expanded ships as they look now. The last yellow one is the new one.

EDIT: It was pointed out to me that the new ship don’t fit in so well with the 3 original ones, because it’s curved. I thought the idea was good at the time but I’m actually not too crazy about it myself – the glow gets a bit to intense because of the higher amount of lines needed to make the curved shape, so I may change the shape to something else when I get a better idea. 🙂

Space Fury update

It’s really been bugging me for a while, that Space Fury is a pretty simple game.
There isn’t much to work with contentwise – the original game has just one boss (the big talking alien…which you don’t battle against) and 4 different enemy ships that you do fight. But really…when you reach wave/level 4 in the original game you stay there and the game just repeats until you lose your final life.

Content Lite ™“…see what I’m talking about? 😉

So what to do?…

Well, I had an idea the other day – “make more enemies“. Simple when you think about it really. 😀

Now the plan is to extend the game to have 4 bosses, of 4 waves (and different enemies) each, for a total for 16 enemies total. That’s 4 times what the original game has – that should (hopefully) keep you people entertained for a while…I hope. 🙂

I’ve already designed one boss (well, I lifted the design from a T-shirt, but don’t tell anyone) and 4 new enemies to go with it. That’s halfway there already. Shouldn’t be a big problem to make some more.
Now I just need to code it as well…but that shouldn’t be a problem either. 😉

Here’s a preview of one of the new enemies.

Stay tunes for more vectors news.

Okay…slight change of plans.

*sigh*

I got sidetracked there for a while. Not only have been playing Burnout Paradise for a week (there’s a new bike addon out – which I completed it tonight so I probably won’t play that again), but for a week or so I’ve also been working on a platform game which I hoped could be my third entry for the competition, but as of tonight it’s been put on hold.

Too bad – it’s a game I’ve been wanting to remake for quite a while but I’m not going to do it if I can’t make it as good as I want it to be. I’ve got the complete map “working”, enemy movement and item placement (on some screens – enough to test if the code works), but it’s the jumping and falling that’s giving me problems…and that has to work in a platform game.

Well, the good thing is that, had I actually completed the game in time, the game would only have used the original graphics – there is no way I could also have redrawn the amount of graphics it has, but now I don’t have to make that compromise. I definitely plan on doing it later – only now I won’t have to make compromises.

So that means I’m back to programming Space Fury. Most of the graphics are already done, so is the menu and I’m currently working on the gameplay. I’ll see if I can get a picture up soon.

You have completed Zektor one…

YES!…I finished Zektor a couple of days ago. The game itself is 100% finished and all that’s missing is some music, but there’s still 2 months left of the competition so I hope can find someone who will compose something for me.

The game is not available for download yet…but will be soon.

Over the last couple of days I’ve prototyped 3-4 games, hoping one or more of my ideas could become a possible third remake for the competition. So far the answer is ‘no‘ though. One was too simple, one would have been too boring visually, one didn’t really work as well as I’d thought, and the final game requires too many graphical ressources for me to be able to do it in such a short time (but I still hope to do it some day).

Luckily I already know what my next game will be – it will be a remake of Space Fury which is by the same developers that made Zektor, so I still have a little more time before having to decide what to do after that game.
This weekend I will take the Zektor source code, strip it down, and start building Space Fury around it.
Stay tunes for updates.