RIP Level 2.1: Space Invaders

posted in DavinCreed
Published July 16, 2019
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At first I was going to go for a Breakout or Arkanoid game with an extra game mechanic, but when I was replaying them, I realized that I did not like them as much as I thought I did. So I switched over to Space Invaders, which was a game I spent many hours playing when I was younger. Well, my first experience was playing TI Invaders, which is still a game I fondly remember. One difference between the two, was that in TI Invaders, the enemies would change where as in Space Invaders it would be the same aliens every level. But I'm not redoing that one, and I'm only doing one level anyway.
 

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So then the idea about what game mechanic to add to Space Invaders. So thinking back when I was first playing the games, I had wanted to be able to aim the tank's cannon instead of only shooting straight up. So I went with that. Facing the original aliens like that though, would not have been too easy, so the aliens would have to change as well. So I gave them more than one hit, some of them can aim their shots, some have shields, and some are invincible for a time.
 

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With that decided, I went in and started creating the assets,then started developing one thing at a time. Didn't take too long this time, partly because the game is relatively simple and partly because I am getting better. The buildings were probably the most complicated tasks, I wanted them to be destroyed a bit like in the original where only a little gets destroyed at a time. So I made them individual parts and spawned them in some loops. Maybe not the best way, but it worked out nicely.
 

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I decided to throw in some power ups as well. I think they made the game more fun, gives the player the occasional choice to make between risking death or getting a useful upgrade. After completing all the tasks, it took a little while to balance the game down to something not so difficult. I tried out a few different strategies to make sure they would work.
 
And that is the end of this project. I'm thinking that the next one might be Robotron 2084 with some kind of added mechanic yet to be decided on.
 
Game (Windows): GameL2S1Invade.zip
2 likes 3 comments

Comments

Rutin

Amazing work !! I really like the look of your game. :) 

July 16, 2019 03:53 AM
Choo Wagga Choo Choo

Sadly, I can't run Unreal right now. That has upset me from the beginning where it appears UE requires a DX11 device. I've noticed I can start the editor now but it crashes some time later, so they have relaxed that some. Is there a configuration, to drop that back on the build side? Getting file size down to 70mb uncompressed is cool. That's half of what we used to have to push on average with UDK. 

Damn Sexy yo.

July 16, 2019 12:15 PM
DavinCreed

Thanks, Rutin and GoliathForge!

I don't know about pushing things to building, because it looks like UE4 runs DX11 stuff throughout the editor. One of my brothers got it working in Linux and says it's fairly crash free.

That file size was an improvement from the newer version of the engine itself, I hadn't optimized it for size yet. When the builds were bigger I would, but I figured < 100 MB is good enough.

July 16, 2019 02:08 PM
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