JS13k 2018 has gone by! this is the first of a series of posts detailing my journey, as well as the structure of the game I built. You can play it online here!
Links to the full series: part2, part3, postmortem
I wasn’t really sure what to do, I actually was wondering if I was going to be able to participate at all, but the weeks before coding I toyed in my head with several different ideas… one of them would be a mobile entry based on my Energy Radar project (which is inspired by Pokemon Go), running completely offline but allowing players to interact and capture monsters as a team. I decided against it because of it being maybe too big in scale.
Another one would have been an offline life simulator, someone living on the forest, fishing, something more of an experience than a game since there would be little stress, this would have been more heavy on the graphical side so I abandoned it (more so as the deadline was getting closer)
Finally, had an idea of a non-linear “Space shooter”, keeping some of the Energy Radar ideas on offline interactivity, players could fly from planet to planet; once in a planet, they would input a code from another player on the same planet, which would allow them to advance on the plot.
Knowing that I may very well wound up doing something completely different, but I had to start somewhere, I went with this idea.
At first, I tried to use source from Lost in Asterion (my js13k from 2017), but lost a lot of time. I went instead with a fresh copy of js13k boilerplate. I modified the example and was able to have a static starfield in little time.
Since this was going to be a non linear shooter, and I thought having a “lerping” camera effect would be cool, I invested a lot of time trying to make the “camera” work (again, based on Lost in Asterion). It worked, almost, since I wasn’t really tweening it but rather handling it as an object on-screen with acceleration and position, so it was hard to make it “stick” to the player once it reached him.
I also added simple keyboard input to move the “ship” around, and with the camera following it, it was a rudimentary space scene.
After giving it some thought in my head, and reading my postmortem from 2017, I decided to go on a different route. I would instead focus on making a simple arcade game, and use the 13K to add as much eye and ear candy as possible.
I ditched all the work that I had done in the camera since it was now going to be a linear game (and it wasn’t really working very well)
With a more clear vision of what the game was to be about, I implemented a lot of things,
- Collisions between player and enemies.
- Bullets killing enemies, increasing the player score.
- Removing mobs when out of the screen (stars, enemies, bullets).
- “Serial rendering” of mobs allowing potential complex representations.
- Render score with LCD like display.
Since I needed something to test my “rendering” system, I decided to design the player ship, I based myself on the ship from the original ArcherFire made in QBasic in 2002.
Doing vectorial art, however, is something I don’t have any experience with. I can do _some_ pixel art, but this is a different beast. Plus I had to manually input the sequence of commands to draw each shape. I did the best I could with the little time I had.
In the end, this design is represented as follows in the code:
(Note that this is meant to be only half of the ship, the other half is drawn mirrored)
Since I was already drawing a scaled version of it, I figured I’d try to include a practical 3d looking effect when turning the ship, it did look pretty good.
Tried to build the game by the end of the day to see how I was doing with the size but found out there was a problem with uglify which didn’t let me thru.
Since I was no longer going for the “offline social” component, I wondered how to incorporate the theme. One obvious option was to provide hotseat multiplayer, and I ended up adding that.
Made enemies being able to shoot at the nearest player, and added the infrastructure to be able to create enemies given a set of parameters. Also added enemies cruising from left to right of the screen, and platforms with 4 mounted turrets.
Added explosion effects, since I didn’t have any tweening library and the rendering was being done manually, had to implement the explosion animation by drawing an expanding circle which would them be “hollowed” when dissipating. Drawing a “hollow” circle in canvas context2d was not as easy as I thought! I ended up using a weird trick to compose the path to fill: Draw the outer circle clockwise and the inner one counter-clockwise. I still don’t understand how that worked.
For SFX, I included again the good old trusty jsfxr. It keeps being useful even after years of not being updated. I added sounds for the explosions and the firing of bullets.
I saw that I still had plenty of space left so I began wondering how to include music. I tried minimusic, set it up and made it work inside the game with a test melody, but was unable to come up with anything half decent (guess why, I’m not a musician!). I left it there, asking a friend to see if he could maybe device something out of it.
Also designed one of the enemy ships (again based on ArcherFire 2002). I tried to implement some way to “rotate” its rendering but after spending some time on it gave up.
Finally, I added one first version of the “wave generator”, that is the thing that puts up new enemies on the stage as the player goes thru. After putting that I found myself with a rudimentary but complete game that someone might even enjoy!
Journey onward to Day 4 and 5, and then a detailed rundown of the game’s structure and some conclusions and thoughts!
3 thoughts on “ArcherFire: Duet of Aces – js13k 2018 – Part 1”