v.1.2 — Major update!
Gravitroids » Devlog
So, I've handled a few bugs and added a bunch of new junk. (Expect a lot of that, going forward.) I'm never much of a fan of updates that fix bugs but provide nothing tangibly new, so here goes:
- There's a legit level counter, starting at zero, at the bottom of the screen. You know, so there's the beginning of a notion of getting somewhere, I suppose.
- You now have binary star systems. As it stands right now, every five levels, a new star system is added. In fact, if you're a better player than even me and you can make it to level ten, you'll have triple-star systems. Ad infinitum. In the future, I intend to make the stars more massive as you go, but one thing at a time, right? Anyway, be sure to upgrade that engine a bit by the time you get there.
- Stars are now painted with a GPU shader, and drawn procedurally instead of with a cut-and-paste sprite. In most cases, if a GPU can do the job, without having to pretend it's a CPU, it probably should; and this game may be small but it's a bit central-processor-heavy for my liking. Part of that is just because I'm using WebGL and have to leave particle effects to the CPU; but that doesn't mean I can't do some cleaning and sharpen its edges a bit. The sprite, at large sizes, either got inconveniently fuzzy at the edges from antialiasing, or it was unpleasantly blocky.
- Items in the store now cost more like 500 points, rather than 100. I'm trying to keep things reasonably orderly here. Cheap upgrades were a game-breaker.
- Large asteroids, which usually move slower, are now worth 25 points; whereas the tiny ones are worth 100. That's roughly 525 potential points per asteroid. I had it backwards in the past, which really didn't make any sense, because you can hit a large asteroid by accident. The little guys can be lunatic-fast.
- Stars are now mobile. Have fun with that. They'll circle across the edges of the screen like anything else. Try not to get stuck in the gravity well!
I think that covers all of the big items.
In the future, I'll be paving over a few wrinkles I've caught in my code. I'll also be adding stellar mass differences, and new weapons. I'm also thinking that it's gotten to be a little tricky how the ship's bullets can actually push the ship from behind, and I may need to do something about that, too.
Everybody have fun.
—Mick
Files
Gravitroids.zip Play in browser
Mar 31, 2019
Gravitroids
Asteroids, in a gravity well. Pet project of mine for the past few weeks; expect updates to it!
Status | In development |
Author | Michael Macha |
Genre | Action |
Tags | Arcade, Asteroids, gravitroids, Gravity |
Languages | English |
More posts
- 1.8.1—Noisy Saucers, Enemy BulletsApr 08, 2019
- 1.8—Flying SaucersApr 07, 2019
- 1.7.2 - Bug FixesApr 05, 2019
- 1.7.1—LightingApr 05, 2019
- 1.7—Stellar BouncingApr 05, 2019
- 1.6.3—rotating sky, slightly faster shipApr 05, 2019
- 1.6.2 (Just a quick bug fix)Apr 04, 2019
- 1.6.1—Smaller Ship, easier on beginnersApr 04, 2019
- 1.6—Better StarsApr 04, 2019
- 1.5.1—Faster starter engines, Wobbly Bobbly Timey Wimey Space-Distortey TitleApr 04, 2019
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