v.1.2 — Major update!


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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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

Leave a comment

Log in with itch.io to leave a comment.