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StarShooting Alliance's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #698 | 2.400 | 3.143 |
Fun | #727 | 2.182 | 2.857 |
Graphics | #731 | 2.291 | 3.000 |
Innovation | #806 | 1.964 | 2.571 |
Overall | #807 | 2.037 | 2.667 |
Game Design | #833 | 1.964 | 2.571 |
Audio | #957 | 1.418 | 1.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
You have to summon allies to overcome powerful enemies.
When we cannot overcome difficulties alone, together we can!
Did you write all the code and made all the assets from scratch?
Everything except the 2D assets where made by me.
2D assets come from @finalbossblues and @HumblePixelShop
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Comments
The level design is unique and attractive! I too created a space shooting game, but it lacked sound. Was this because of my computer or because you were too busy to turn it on? Would you be intrested in rating or playing my game? It would really help me out, but dont worry if you dont want to, its completely up to you :)
hey thank you very much !
I lack of time :_(
I'll rate your game, thanks for your coment !
WOOO!
The game looks and feels very good. If this had audio, it would be great but it is understandable to leave audio out due to time constraints.
The level design is original and nice! I developed a space shooter game too :)
But I didn't have any sound, is it from my computer or you didn't have the time to put it on?
Yeah I ran out of time, I had to concede some ideas, including sound ;(
Thanks for the reply!
I really like the AI, how did you get it to detect line of sight?
Hey!
Thank you very much for the reply!
I have two constants: TargetDistance and RetreatDistance.
Then I calculate the direction from the AI to the Target (so the player). I also takes the magnitude of this vector to get the distance between them.
Then if the distance is greater than the TargetDistance I move the AI to the Direction * MoveSpeed, in the other case where the distance is lower than the RetreatDistance, I move the AI in the opposite direction (-direction * MoveSpeed).
Feel free to normalize the direction before moving, but I decided to keep its magnitude as it is to give it this high mobility and unpredictability.
In the final case where ( RetreatDistance < Distance < TargetDistance) I multiplied the Direction with a SinWave effect using (current Time * SinWaysSpeed) * SideWaysAmplitude) and moved the ai in the new direction.
After this piece of code, I added a Raycast from the AI to it's normalized Direction with a parameter "RaycastRange" to detect the border.
If it hit the border I moved the AI to the Border's normal direction * MoveSpeed
Finally in my shoot method, I just added a Raycast shooting from the Ai to the target with the both Border and Player layer masks.
For this raycast I added a parameter to describe the range of the AI.
If it doesn't hit anything or the first hit element's tag is "Border", I return out of the function to prevent the AI to shoot.
I think that's it!
Don't hesitate if you have any questions, I'll be pleased to answer.
Have a nice day!