Spatial Duality
There is never a dull moment as wave after wave swarm upon you, accosting you with deadly lasers. You have the ability to shift your matter type on the fly to have your weapons affect the different types of enemies. Even after the waves of enemies are cleared, there is still the formidable boss that threatens the safety of Earth. Adapt to enemy patterns, utilize powerups like bombs, missiles, and a laser, and shift to the correct matter type at the correct time to defend the Earth!
This was a passion project built over a summer break. I was so inspired by this idea that I designed and implemented the game over that ten week span.
Design:
Mechanics:
Scripting:
UI:
I neither own nor take credit for any art, sound effects, or music used in this game.
This was a passion project built over a summer break. I was so inspired by this idea that I designed and implemented the game over that ten week span.
Design:
- Created the matter-changing mechanic to make gameplay more interesting and dynamic
- Designed and implemented 8 powerups that impact gameplay in meaningful and interesting ways
- Integrated different effects for picking up multiple powerups of the same type
- Designed and implemented 3 enemy types with different attack patterns and properties to increase player strategy
- Introduced enemy types of increasing difficulty in a gradual and manageable way
- Designed and implemented a boss with 3 distinct phases, each with their own attack patterns and strategy
Mechanics:
- Laser mechanic operates on a cooldown system once collected (indicated by the HUD)
- Black hole bomb destroys enemies and enemy projectiles, acting as a last-ditch maneuver
- Player has brief invulnerability period whenever it takes damage
- Enemy statistics are displayed on the HUD whenever one of the player's projectiles collides with one
Scripting:
- Player can move in all cardinal directions and fire forward
- Contact with powerups changes the player's capabilities for a limited time
- Each enemy moves and fires in a pattern which makes it distinct from the others, and changes the tactics to deal with them
- Boss enemy AI changes its attack patterns as it takes more damage, changing the strategy to combat it
- Information is displayed on the HUD based on events that occur during gameplay to provide the player with necessary data
UI:
- Relevant information is presented in each level without obstructing the player's view of the level itself
- HUD displays enemy information such as health and matter type during gameplay, as well as aesthetic information such as the enemy ship's name and crest
- A red vignette appears when the player takes damage to reinforce the occurrence to the player
- HUD also displays player health, lives, and relevant information regarding the player's powerups
- Displays if a powerup is active
- Displays how long it will remain active
- Displays information specific to some powerups, such as how charged the laser is, or how many bombs the player has
- Options menu allows player to adjust the screen resolution and volume to their own preferences
- Test room allows players to learn about with the properties of each enemy and powerup in a safe environment
I neither own nor take credit for any art, sound effects, or music used in this game.
Specifications
Development Time:
Environment: Tools: Language: Platform: Team Size: |
10 weeks
GameMaker Studio 2 Audacity GML Windows 1 |
© Tobias Wadsworth
All content and trademarks are property of their respective owners
All content and trademarks are property of their respective owners