gamedev 

The dungeon crawler project got too complex, so I decided to abandon it for now. I decided to make a clone of one of my all time favorite arcade games, Spy Hunter.

gamedev 

Added a scrolling camera. The car seems to be moving faster after dying because it stopped moving and there is no background to show it.

gamedev 

Camera now moves based on the position of the player's car in relation to the screen. The further it is from the bottom, the faster the camera and the car moves, just like in the original Spy Hunter.

gamedev 

The player now dies if the car goes off-road.

gamedev 

Fixed it so that it dies when the center point crosses a non-road tile. Looks more natural that way.

gamedev 

Spiked Car now shoots spikes when in line of sight of the player.

gamedev 

Added land mines. I plan on having these as a power up. No explosion animation, yet.

gamedev 

Added explosions. Explosions are their own objects.

gamedev 

Explosions also happen when enemy cars run over mines.

gamedev 

Added civilian cars. They are supposed to make you lose points if you kill them, but I haven't made the score visible yet.

gamedev 

Added a bumper car. You can't shoot it, only bump it off the road.

gamedev 

I think I solved the problems with car physics and collision which is to keep track of the car's position of the previous frame. Up until now, I've been using an object's velocity to handle directional collisions.

gamedev 

Got the bumper car behavior implemented. Will need to fix it. The car doesn't retract after bumping.

gamedev 

Finally fixed the collision detection (at least I hope). Turns out that recording the positions of the previous frame does actually work.

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gamedev 

Added missiles. Can blow up any car.

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gamedev 

Added power-ups which are stored in wooden-crates. Right now, mines and missiles are stored in crates.

gamedev 

Mines and missiles have limited ammo now. I've also added a HUD. It's just text and it uses a TTF rather than a bitmap font. Bitmap fonts seem to be difficult in SFML. Supposedly, vertex arrays solve this problem but I haven't tried them yet.

gamedev 

I realized that you can have outlines in TTF text, so no need for bitmap fonts.

gamedev 

And yes, I also added tree tiles.

gamedev 

Updated the hud. Now, it displays which power up you have along with the ammo.

gamedev 

Added lives to the HUD. Now it's actually starting to look like a game.

gamedev 

Added a title screen, which is just black right now.

gamedev 

Added a second level. It's just a desert version of the first one, but that's because I'm testing support for multiple levels.

gamedev 

Added a Game Over screen. Technically, it's been here for a while, but it was just red with no text.

gamedev 

Added a level timer. I set it to 20 seconds just for debugging purposes. I probably plan on setting it to something like 400 seconds.

gamedev 

Remaining time now gives you a bonus at the end of each level.

(EAR RAPE WARNING!!! I did not expect the sound to be this bad when repeating so frequently!)

gamedev 

Started to create a level editor for the game. All it can do right now is convert grass tiles to water on a blank (all grass) map.

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@xianc78 (me, being helpful and supportive of a gamedev whos making good progress): HEY BRO, IS IT DONE YET?

re: gamedev 

@coolboymew Yes. I thought about doing another shmup, but I didn't want it to be about spaceships or planes this time, and I know next to nothing about "magical anime fairy/witch type shmups", so I went with the Spy Hunter route. The challenging part is dealing with car physics. Namely, bumping into other cars.

re: gamedev 

@xianc78 I love Spy Hunter. I had it on my Apple //c in the 80s.

re: gamedev 

@Rocket As a kid, I would play the flash version all the time on Midway's website.

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