This week I’ve implemented two new skills to Bowmaster: Rapid Shot and the Chain Lighting. See the screenshots below for examples.
Chain Lighting causes bolts of lightning to stream from enemy to enemy, causing lighting damage. This is useful for damaging enemy troops that are spread out along the terrain or in the air. There is some randomness in how each bolt jumps from one enemy to the next, but for the most part they choose whatever enemies are closest and within range. Right now the arrow needs to be detonated like the flak bomb.
Rapid Shot causes several arrows to be shot in succession at the angle and velocity you choose. The arrows are shot out at slightly different angles than you original shot.
I updated the space background with the ability to zoom in and out using -/= keys. You can also cycle through the ships with left or right arrow keys. You can now also aim and shoot the turrets of the Destroyers (medium sized single turret ships) using the mouse. The motherships now have Devastator Laser Cannon in addition to their four turrets.
This week I spent time working on the “multi-shot” arrow which works like the original BowMaster. Also I’ve been optimizing the code and fixing some bugs. I may post an update to the original Prelude to fix some of these minor issues.
I have been playing with new backgrounds and graphics. I made a multi-fire-arrow and cranked up the max arrows. I was in the desert scene and it looked really cool with ground littered with dancing flames. I might just feature something similar in the final release. Take a look at this exclusive screenshot.
With respect to the space game, I already have code developed for manually piloting the small fighter units. You can fly around with the WASD or arrow keys, shoot lasers and homing missiles. You can target enemies. I plan to have mines and flares too. Mines you can drop behind you and flares will distract enemy rockets that are fired at you. Currently the enemies only fire lasers dots.
And the last thing I worked on today before posting this was the ability to control the Medium sized ships turrets. I may post an updated version of the background demo so you can play with it. You can’t control the ship and where it flies, just where it shoots. It’s kind of fun just playing as the gunner, trying to take out the fast moving small ships as they whiz by. Kinda feels like being in the Millennium Falcon shooting down ties (in a more simplified 2D environment 😉
fighter ship control
What is the DevLog? It’s shall be a journal for the progress of my current projects. I’m not sure how often I’ll update it, but the goal is to keep me in the habit frequently updating my site.
Lately I’ve been working on updates to BowMaster Prelude. I have a really great artist helping me with the project and the end result will be really special. I may release some new screenshots when I’m closer to release.
I’ve also been working on a space game on the side. I may release it relatively soon actually so stay tuned for that. I need to focus on BowMaster, but this space game is so much fun to program… I’ve never done a true “scrolling” game before so it’s been an interesting challenge.
Back to BowMaster… I watched the Movie 300 again this weekend (probably the last weekend it’s on the big screen, now that Spider Man’s here). That movie made me want to make a Spartan-like unit with Phalanx squad AI (of some sort). I love how they alternated attacks between blocking and spear thrusting. We’ll see.