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View Code? Open in Web Editor NEWSide scrolling space shooter using LÖVE and Lua
License: GNU General Public License v3.0
Side scrolling space shooter using LÖVE and Lua
License: GNU General Public License v3.0
Add an enemy type which flies in to view near the player, slows to a halt and triggers a "bubble" weapon which periodically stays/floats in the vicinity.
The effect would slow down the players movement whilst colliding with the bubble.
For the end of a wave (or level), the starfield should speed up, eventually reaching a hyperspace effect.
### procedural top down universe
- add a "flight" mode, where you can turn 360 degrees and fly in any direction (asteroids style)
- each star has its own system that can be accessed by clicking with the mouse
- warp to the star system, each having planets orbiting around a sun
- player can then navigate to a planet, enabling side-scroller battle mode
- battle scene would be generated from a seed, using different climates / ground / enemies
Clean up test code and fix folder structuring before the initial commit.
Toggling vsync / or capping FPS at different values can trigger differing speeds of projectiles/enemies.
Now that high resolution textures are used for planets, several seconds delay at first run... needs a loading screen with progress bar of sorts.
Currently only supports 1920x1080.
Arcade mode is drawn to a single canvas, and can be scaled using 8,9,0 binds, however starfield.offset becomes broken.
Add a small orbiting drone type weapon to a cruiser enemy.
After a timer they will act as projectiles shooting to the players last position. Can be evaded by moving.
❗️ = needs refining
Add greyscale (colourised) nebulae sprites behind planet textures. Or possibly a new smoke texture of sorts.
With a slow rotation / scale / zoom effect. Makes planets appear more alive (rather than flat images).
Currently, enemies spawn on a timer, choosing a random group.
In future, groups of enemies should be triggered by the percentage/progress (eg; 0.00%).
Find a way to make levels that can be loaded easily.
Psuedo code example that may work:
level1.lua
level = {
[1] = { "1.50", "delta" } -- spawn delta group at 1.50%
[2] = { "2.00", "dart" } -- spawn dart group at 2.00%
[3] = { "5.20", "tri" } -- spawn tri group at 5.20%
["boss1"] = "abomination" -- trigger boss event at end of wave 1
["boss2"] = "large" -- trigger boss event at end of wave 1
["next"] = { level2.lua } -- load the next level file when 100% is reached
}
Collecting the same powerup more than once will improve the weapon.
Limit it to 5 tiers.
Random ideas:
2nd tier of cannon could be faster fire rate.
3rd tier could add a rear cannon
4th could add a front/diagonal cannon
5th could add a rear/diagonal cannon
1st tier of rocket will be a single rocket fired
2nd tier, alternating dual rockets
3rd tier, dual homing rockets
4th tier, alternating rockets + homing rockets
Other weapons might just have their fire speed increased. Should make things more interesting, whilst requiring less weapon types to be implemented.
Another idea is that when the player loses a life, remove an entire tier from all weapon types.
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