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An advanced Space Invaders-like game developed during Software Project course (fall 2013) in Tartu University
Prototype with very basic features and placeholding graphics.
Pictures from artist.
Make the cannon smaller, to make it fit more with the hull.
Make the movement 50% slower.
Make the firing rate 50% slower.
Slow the primary weapon projectiles by 30%
Pictures from artist.
Bullets become visible after firing.
Bullets move straight in one direction.
Bullets deal x damage when colliding.
Bullets disappear after colliding or leaving game window.
Player can upgrade planetary defenses for workforce and/or resources.
Bullets fired by player.
Pictures from artist.
Pictures from artist.
Pictures from artist.
Facility Weapon attributes in addition to Weapon attributes:
Control type: automatic/manual
Pictures from artist.
Player Fortress, Enemy, Projectile, Weapon, Ground can collide.
Pictures from artist.
Pictures from artist.
The player shouldn't be able to instantly change the direction of movement. After stopping, the Fortress should slide a bit. See Player: Movement in Behaviour documentation
Bullets fired by basic opponent.
Pictures from artist.
This prototype is about creating a beta version of the game which is basically end-product that needs more tweaking and additional non-mandatory features.
View follows the player as it centers the player.
View follows the cursor when it leaves a x*y box around the player.
Ideally, only the enemies, player, projectiles should get added to the Game.colliders.
These are all subclasses of Destructible.
In practice however, the Quadtree algorithm also tries to work with instances of Actor, of Destructible, etc.
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