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Void Guardian Development

A topic by dragonredux created Apr 08, 2019 Views: 183 Replies: 3
Viewing posts 1 to 4

So this is my current development of my space shooter game called Void Guardian


So far today, I have just made the player sprite for the ship, and the sprites for the enemy ships, working on the boss sprites tomorrow and the code for playing space.

Player Ship


One of the enemy ships


Added enemy ships to the map and added shots that sort of tracks the player, still working out the kinks. But the player ship is mobile and the enemy ship despawn at the edge of the map.


Tomorrow: Sharpen the shot pathfinding, and add more enemy types


Can't get a video so here's a screenshot


Added new enemy types....


Grunt (rectangular enemy): Leaves behind a mine and can shoot forwards (still trying to get the mine working correctly), he takes about 4 shots to kill

Captain (triangle-esque enemy): Shoots tracking shots that disappears after 10 seconds. Takes about 6 shots to kill.


Added powerups and more ship AI along with varying attacks

The elite ship aims towards the player and shoots tri bullets and they work the same as normal bullets as they will despawn when they hit the ship or leave the screen

The captain ship acts the same as the grunt ships but leave mines that stay on the same spot for 10 seconds then despawn or if the player makes contact with them

I added 4 powerups

First Aid: Heals the ship completely

Rallying Cry: Double the ship's damage

Barrier: Immunity to damage for 10 seconds

Laser Beam: Fires a continuous laser that will destroy any ship (excluding bosses) upon contact and any enemy shots in it's path. The effect lasts 15 seconds.



Blue Circle: First Aid Powerup

Red Circle: Mine






Blue Circle: Rallying Cry Effect Icon








Blue Circle: Shield Powerup
Red Circle: Laser Beam Powerup





Shield and Laserbeam effect shown in tandem