Bullet Space
You’re an intrepid explorer of the Intergalactic Navy, tasked with clearing out hostile alien ships! Clear out all the enemies to win, while avoiding their deadly attacks.
Game Devs:
- Henry Kam: Player input, bullet logic & interactions, audio & textures
- Ryan Kim: Enemy AI & spawning, difficulty balance
- Jeffrey Park: User interface, backend logic
Presentation - About the Game: https://docs.google.com/presentation/d/1FRU5c8FjjCtQgKMwpy_xLrZGuNq2pPS-hm9OXIlq...
How to Play:
- Use WASD to move around the screen.
- Press and hold SPACE to fire.
- Avoid enemy bullets while also trying to destroy as many enemy ships as possible.
External Resources:
- Game Engine: Unity2D
- Sound Effects:
- Shooting SFX: https://pixabay.com/sound-effects/search/shoot/
- Background BGM: "Mesmerizing Galaxy" by Kevin Macleod [https://incompetech.com/music/royalty-free/index.html?isrc=USUAN2300011&Search=S...]
- Textures:
- Ship Sprites: "2D Spaceship sprites" by Digital Realms [https://digital-realms.itch.io/2d-retro-spaceship-sprites]
- Bullet Sprites & Player Ship: "Pixel bullet mini pack" by Sky [https://25349023.itch.io/pixel-bullet]
- Space Background: "Free Space Background" by Digital Moons [https://digitalmoons.itch.io/free-space-background]
- Text Font: "Electronic Highway Sign SDF" by Ash Pikachu Font [https://www.dafont.com/electronic-highway-sign.font]
Comments
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Cool game! High Score 270 (before dying and resetting to checkpoint)
I wonder how you guys did the spawning?
Thanks for playing! To answer your question, spawning is very simple: it's an array that defines a spawn order. Each item in this array tells the game "after waiting X seconds, place enemy type Y on path Z, following this speed curve". We pre-calculated a list of paths enemies could take across the screen, and simply referred to this path list in this spawn order array via index. The speed curve dictates how each enemy moves along the path - so we could customize if an enemy simply moves along the path at a fixed speed or if it slows down a bit along the path. This system gave us a lot of control of which enemies appeared, how they moved on the screen, and the timing between enemies.