19 Oct 2011


Certainly better than PixelGame, this is the result of my first assignment (though it has a weighting of 0 meaning it has no effect on my overall grade, but still) which was to create a game using GameMaker 8.1 Lite that can be played using a single button.
My idea is Spectrospores, a colour-based puzzle/defence game where you have to stop these coloured circles (spores) from reaching you (a larger thing called the pulsar in the bottom left corner) by launching pulses of the right coloured photons to charge them with light and explode them.
The player controls the pulsar using the spacebar which is used to select a colour (the colours automatically cycle up the spectrum from IR to UV, pressing space stops the cycle) and the length of the hold determines the charge level. The more charge, the more powerful the pulse (more photons) but also the longer the cooldown time before the pulsar can be charged again.
A spore is overloaded by hitting it with 3 photons in quick succession. If you aren't fast enough, the spore will fling off the photon again in a random direction (possibly charging another spore) and switch to a lower charge state.
When a spore overloads it released a burst of photons of the next colour down the spectrum (e.g. a blue one releases green photons upon overloading).
Also, there are special white spores that will explode and release a HUGE amount of whatever photons hits it first.

However, it is a little buggy. For some reason not at all my fault (some strange bug in GameMaker itself I think, I've checked my game over and over again and found no reason at all) spores will occasionally get charged with photons not of their colour and all photons released by the pulsar will appear IR or red, however this is purely aesthetic and they still act like they should, they just look funny.

Overall, its nice and colourful, quite fun to play and I think everyone was quite impressed with it.

Dropbox (.exe file)

Side note:
I have started the coding for my zombie game. Nothing working yet but I have bits of a physics engine going (a lot more simple than it sounds, velocity.Y -= (9.8 / FPS) implements gravity, for example) as well as a very simple (well, simple in operation, not coding) terrain generator. I've also started building the class tree and I'm working my way down it to the Zombies.

Class Tree for zombies: (bold is done, italics is doing, normal is not done)
>gamePhysObject (any physical object in the game world, has togglable physics (movement) and clipping (collision, i.e. it hits stuff instead of passing through)

>gamePhysEntity (any object with a level of Artificial Intelligence, this includes living (and undead) things as well as stuff that like sensors and tripwires probably)

>GamePhysZombie (any zombie, maybe have subclasses (e.g. fast zombie, ninja zombie) but will definitely have customisable settings with probably slight randomisation so they aren't ALL the same)

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