Rahil Patel

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Tag Archives for: Connected-component labeling

Poorly Designed Upgrades

15 November 2011 by Rahil

Play the game.

This game is my submission for this month’s Experimental Gameplay Project competition. The theme is upgrade.

I used ActionScript, FlashDevelop, and FlashPunk again.

Last time I promised EGP and myself the game would be experimental. It’s certainly more experimental than my previous games, but not quite enough. The ideas are there but I cheated myself and conveyed them on a shoot ‘em up genre game. Never again!

Instructions

Goal:
Experiment with different upgrade setups to prevent enemies from reaching the bottom of the screen in various challenges.

Controls:
wasd or arrow keys to move
space bar to fire
f to autofire (on by default)

while in sandbox screen:
- and + to decrease or increase enemy HP (can hold the key down)
[ and ] to decrease or increase enemy spawn rate (can hold the key down)
u to enter the upgrade screen
1, 2, 3 to start a challenge

while in upgrade screen:
left click on the canvas to draw the current upgrade. This works similar to the pencil tool in a graphics editing program
*you can only draw on the ship or a neighboring pixel of the current upgrade
*you cannot overlap other upgrades
*protip, each 4-connected neighborhood is treated as a separate gun
escape to go back to sandbox screen

while in challenge screen:
escape to go back to sandbox screen

Oooone mooore thing. The boosters and challenges are actually poorly designed. Really, it’s bad.

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