OK so i have been dooing 2D spaceshooters for quite a while now and as i have been coding for just a year now my skills are constantly developing which means that my code constantly gets outdated and im too lazy to rewrite an entire code every time i learn something new...
But now i think i have come to a stage where i know the basics so i will now make a WIP thread of my latest iteration of 2D freelancer
C&C very welcome
UPDATED 5.12.2011
DOWNLOAD ->
https://forumfiles.thegamecreators.com/download/2289929
5.12 : see bottom post please
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CONTROLLS:
W - accellerate
A - spawn a random enemy
F/G - shuffle trough weaponslist
R - target enemy, targets the enemy closest and most in front of
you
Q - launch missile ( not even alpha so dont use it
)
ESC - exit
F1 - freeflight
F2 - Autopilot
F3 - Dock ( with a station )
leftmouse - shoot
rightmouse - target
mousescroll - zoom in/out
testing stuff :
T - increase weapon effect ( increases dmg,RoF,speed, and decreases energy )
E - replenish hp
Å - spawn a base ( will be visible when you restart game )
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- Done
- Working on it
- Not started
- need help
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2D flight controlls
flight physics ( inertia )
zoomable
data based ships/guns
shooting system
AIs
smart AIs
"3D" background
2D shadows
ingame store
landable bases
random encounters
multiple starsystems
sound
missions
HUD
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so far :
98 guns :
- artillery : slow velocity, very high damage weapons. difficult to use but very effective against slower targets ( heavy fighter )
- autocannon : medium velocity, lowish damage weapons. easy to use but you have to land multiple consecutive hits for these to be effective.
- cannon : high velocity, medium damage weapons. not very easy to use because you have to hit multiple times for real effect.
-machinegun : low velocity, low damage weapons. easy to use because of very high RoF. can be devastating if you land a "spear".
-railgun : ultrahigh velocity, high daage weapons. easy to use once you get the hang of it. good against fast targets
weapons in this game mostly have a modifier. these heavily affect the guns atributes.
som examples:
+/++/v2/v3 : improve all aspects of a weapon in a increasing degree
heavy/massive : increase damage at the cost of speed
improved/advanced/high-tech... : improve some aspects of a weapon
quantum : gives an enormous boost to all aspects at the cost of massive energy requirement
classified : reduces energy requirement
recoilles/stabilized/calibrated/longrange : increase speed
twin/automatic/tuned/gatling : increase RoF
4 ships:
INTERCEPTOR :
weak hull , Normal shield and low energy
very high velocity and very manouverable ship that is best used with burst weapons.
LIGHT FIGHTER :
Normal hull , strong shield , high energy
normal ship that is best used with high singleshotdamage weapons such as railguns/artillery/ quantum weps
REAVER :
cheap version of the light fighter, i will add cheap versions of the others soon
HEAVY FIGHTER
strong hull ,normal shield high energy
slow and unmanouverable ship that is best used with powerfull rapidfire weps such as quantum weps and autocannons
screenshot
Changelog :
18.10
-added settings
21.10
-added targeting system
-optimized the explosion system
23.10
-Improved AI
-AIs can now shoot
-player has hp and shield
-made enemies redder for easier identification
26.10
-2D Shadows cast off enemies, you are the light :)
-static 2D background ( very HD so should fit all resolutions )
-prevented AI stacking
2.11
-Motion detection improved( works for both ai and player )
-added 56 generated ( unbalanced yet ) weapons
-toned down the shadows and dust effects
-added shield to the enemies ( it regenerates )
-enemy ai more consistent
-tuned some stuff
6.11
- added asteroids (with bullet collision )
-added some new weapons ( 3 )
-changed sniper to railgun
-made data based colors to all guns ( they look cool )
-added various AI elements :
- Ai starts drifting if it is too close to player
- Ai randomly decides to fly somewhere else and then come back ( usually takes 2 seconds )
- Balanced all weapons !
-machineguns : slow velocity,rapid fire weapon low damage
-autocannons : "normal",rapid fire, medium-low damage
-cannons : high velocity , medium RoF and highish damage
-artillery : slow velocity , slow RoF and very high damage
-railguns : extreme velocity , very slow RoF and very high damage
-added minimap :)
-there are now 59 weapons :)
-fixed AI energy bug
-fixed AI bulletspeed bug
-fixed 1 random crash
8.11
-added bulletsounds to enemies
-added another ship , the interceptor
-fixed crashes
-improved performance
-improved AI
-changed shadow system
-Balanced a LOT
-fixed minimap
-added 40 weapons
11.11
-added list for nearby enemies, shows how far away they are
-changed the location of the lightsource
-added another background
-balanced weapons and ships
-improved AI aiming ( mostly affects the very fast weapons )
-slightly increased energy regen on all ships
-made the weaponslist shufflable instead of random
-added another way of targeting, rightclick on a enemy
15.11
-added third background
-added third way of targeting, click on the enemy in the list
-added and removed some weapons
-balanced all weapons
-added a "quality" to weapons, it says how good the weapon is. ( it isnt a modifier, just a way of measuring weps )
-enhanced the explosions visually
-improved the energy regen of all ships
24.11
-added stations, they dont serve any point yet, but they can be targeted.
-improved the targeting list
-fixed a minimap bug
-fixed a list bug
-added a fourth ship, reaver ( all the ships will have names one day)
-like the light fighter but worse.. it isnt good and it isnt meant to bee good either.
-changed the weapon quality display
-fixed sprite draw order