Wrap Speed
Use A and D or the arrow keys to control the turret at the bottom and Space to shoot the incoming asteroids before they hit the ground/spaceship.
Whatever idiot designed this spaceship stuck a wall in the middle of the turret's track, but fortunately, anything that goes off the right side of the screen will warp to the left and vice versa.
You can only have two bullets on-screen at a time, and they inherit their horizontal velocity from the turret at the moment they're shot.
As the game goes on, the asteroids will get smaller and start appearing more frequently. You'll also get more points from each asteroid as the game progresses, and for destroying the asteroid while it's still high up.
Known issues include the bullets sometimes taking a moment to show up (some weird quirk with the Line Renderer component) and the Game Over screen sometimes failing to show your score. I don't plan on expanding this project, but if anyone has any idea why the latter issue is occurring, I would like to know. (I'm storing the player's score on a ScriptableObject, which I thought should save the value when changing scenes to the Game Over screen.)
The project was to create a simple game based on the style and technical limitations of games in the 50's. To replicate the look of vector graphics, I used Unity's line renderer component for most graphics and the Smooth Line 7 font for the UI. Also to keep the game looking simple, I stuck with quadrilaterals for most of the "sprites". (I probably could've made some of the asteroids triangles or pentagons for variety, but I didn't have much time to spend on this project.) I took the space theme, wrapping mechanics, and general idea for the explosion effect from Spacewar!. Finally, I made the bullets inherit the turret's horizontal speed to add some depth to the aiming and to play into the "physics simulation" thing a lot of games back then were going for.
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