Newo Shooter: Difference between revisions
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* When moving left or right the view remains locked until the player releases the controller buttons FIXED | * When moving left or right the view remains locked until the player releases the controller buttons FIXED | ||
* No Story, Menu, Models or GUI. | * No Story, Menu, Models or GUI. | ||
* If you play the game twice the city mysteriously has more buildings. | * If you play the game twice the city mysteriously has more random buildings. | ||
* Ship movement is a bit stiff | * Ship movement is a bit stiff | ||
* Upgraded weapons "look" different, but collision detection is only on the center bullet | |||
* you can't kill the blue box at the end of the stage | |||
* targeting cursor is a bit off and take some amount of getting accustomed to. | |||
== Changelog == | == Changelog == | ||
Revision as of 14:56, 7 January 2011
| Newo Shooter | |
| |
| General | |
|---|---|
| Author(s) | User:Owen |
| Type | Shooting game |
| Version | 1.38 |
| Licence | GPL |
| Links | |
| Download | |
| Peripherals | |
Overview
Newo Shooter is a rail shooter in a third-person and first-person 3D perspective. The player must navigate his spacecraft, through environments while various enemies (spaceships, robots, creatures, etc.) attack him. Enemies drop various power-ups (free lives, 50% health, weapon upgrades, shields) to help the player. The player receives a score on each level based on how many enemies destroyed. At the end of each level there is a boss that the player must defeat before progressing to the next level.
Screenshot
None Yet
Controller
| Action | |
| Aim at the screen with I.R. to move the targeting cursor | |
| Move ship position on screen | |
| Nothing | |
| Shoot | |
| Return to loader/Restart |
Things I need/will implement
I'm slowly working through the features I need to code so that I don't get overwhelmed. This is a short list of the features I need to implement;
- Background Music (dubstep/midi/anything suitable and free)
- Sound Effects: Explosions, Enemy Fire, Player Fire, Woosh Sound when flying past a building
- Sky box - DONE
- Models: Currently I am using Google Sketchup to create collada files. I may decide to scrap this feature and use only cubes or if I manage to finish enough ofthe game I may choose to release the code so someone can make modify it load models.
- Enemy and Boss Animations/Fire Patterns - Any help on the best way to implement these features in c will be helpful.
- Story
I can be contacted by email. The contact info via my User page or the WiiBrew Forum or my website or on the GRRLIB forum.
Known issues
- When moving left or right the view remains locked until the player releases the controller buttons FIXED
- No Story, Menu, Models or GUI.
- If you play the game twice the city mysteriously has more random buildings.
- Ship movement is a bit stiff
- Upgraded weapons "look" different, but collision detection is only on the center bullet
- you can't kill the blue box at the end of the stage
- targeting cursor is a bit off and take some amount of getting accustomed to.
Changelog
Version 1.38 - January 06 2011
- 2 levels (City, Asteroid Field), Score, Level Start, Title screen and ending screen
- Enemies now drop power ups ( yellow = weapon upgrade (4), green=health, white=free life, white=useless )
- Still no Models, Sounds or Music
- Purple Mid-Boss (stops stage until killed)
- Basic particle effects
- GRRLIB plasma example in background.
- New destructible objects, Ground plain, clouds, grass, smoke animation, gravity, death spiral
- New HUD: Your health bar is Green. Enemy health meter is the color of the enemy and is in the center.
- Blue box is end of stage marker
- Improved frame rate, added on screen counter
Version 1.0 - DEC 2010
- 1 infinite level
- 4 weapons
- No Sounds or Music
- orange enemies
- Powerups
- Buildings and Asteroids
- Initial release
Videos
