
It's been a very short week for me so I only managed to get in about two days of work. I owe this to a clash between two sides of myself, the "this is a learning project so don't spend too much time on it" and the "if I putting this out there it's gotta be something I'm proud of". The latter won without much dispute.
Adding the lasers in introduced a new element by giving the play something other to do than simply dodging enemies and grabbing fuel pickups, but it still wasn't enough. And it made it like every other scroller out there. I want to do something different, because the only client to please is myself.
Ahh the joys of Indy.
I decided that rather than having the enemies just kamikaze at your ship, they actually launch those little green sacs attached to their bodies at you, which explode before they reach you and send out little projectiles.
I've given the player a Shield, which is active only when the Fuel Gauge is near Max, giving more incentive to keeping it full. Also, this Shield stops the enemy projectiles from hitting the ship, though they do slowly deplete the shield.
I said that enemies accumulate at the top of the screen. They also respawn sacs to launch at the player. This can result in a constant hail of projectiles. However, these can actually benefit the player.
If the Sacs are hit by the player's Laser, the projectiles actually fire back at the enemies, destroying them in one hit as they are more powerful than the lasers.
I think the player's Laser will be ineffective against the Aliens, meaning the player's only offense will be to use their sacs against them....(if you saw some of the Variable names I used in code you will understand why I should have called them "blobs" or "balloons" instead).
Anyway, I will post this at the end of next week, hopefully in a state I can call "complete". I know it's an extension of the original timeline but no one's signing my cheques at this point.

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