Attack of the Ufos (sixth installment)
- Hunters vs. Ufos
It's a 2D space shooter, running in OpenGL (so you'll need drivers, duh).
Get it here
(3.8 MB. Some clicking and waiting, because it's a free service)
Your goal is to kill the Ufos and... well that is all. It is a shooter, after all. You play as a Hunter who is hired to rid the galaxy from the Ufo threat.
Use left and right arrows to steer left and right, and up arrow to accelerate.
Powerups:
- Normal laser (little damage, but rapid fire)
- Power laser (more damage, and a cool charging up thingy)
- Nova Beam (even more damage. Goes through enemies too! Yay!)
- Shield booster (increases your shield strength to a non-existant upper limit if you can grab many)
- Super dephasorising shield (becomes intangible)
- Intelligently Designed Bomb (total damage to all enemies! One time use only)
"Ufos" (as opposed to UFOs) is not a typo. That's the way it's supposed to be. It's pronounced U-foes, and not U-F-Os. It's because the ships are infact indentified and thus cannot be UFOs. It's what the aliens call themselves. Hunters are a humanoid species of... hunters...
So yeah, beta-test the game now, and say what you think. There are some known "bugs", and they are:
- Will slow down on slower computers when there are many particles on screen at the same time.
- Will require some form of Windows.
Here're two screenies
And here's a little background on the game:
In my university programming course, we have an assignment that's due November or something, in which we are supposed to do a game, in C++. Or more specifically, a space shooter. I started some preparations for my game, a week or so ago, and thought I wouldn't have to do so much, because it wasn't due until November, but then I got into the mood, and accidentally finished it...
We're actually supposed to use the teachers own little graphic library based on SDL, but it seems that the most powerful feature in that one is normal per-pixel alpha blending, and well, that's just boring. It couldn't do rotations either. So I used OpenGL instead and built my own object structure around it. We could do it if we felt experienced, but it wasn't recommended. But now I have an awesome particle engine to play around with I also used FMOD for sound and shit, although I'm not sure we were supposed to have sound... But you can't have a game without sound, and you definately can't have a game with dying aliens that does not shout in strange alien languages! I also added a little music from Castlevania 64, though I'll have to change it eventually, because it's not mine... But it sounds so cool during the Get Ready screen (though if you want some other music to play, you can replace "music.ogg" in the sounds folder with a different .ogg file with the same name)...
Anyway, we got a checklist for features that had to be in the game, to achieve maximum points. If you're feeling like it, you can check to see if I have everything:
- Player can move around on the screen in his ship
- Enemy ships comes flying towards the player
- Enemy ships shall fire shots with the intent of shooting down the player
- Remaining lives plus shield level shall be written on the screen
- Player shall be able to use three (3) or more weapons
- Player shall be able to collect weapon bonuses
- The weapons shall behave in ways which are unique to that weapon
- The weapons shall impart different amount of damage on the enemies
- The enemies shall be flying in at least three different formations
So that's that. Post your hiscores too, if you want to. My best is 121 000, and if you don't want to see it every time you're game overed, you can delete the file hiscore.ufo (or do better yourself).