Riker�k

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  • 11 posts
  • <center><img src="http://i.imgur.com/6pvkorR.png" border="0">

    <font color="black">

    Progress: <font color="green">####</font><font color="#AAA">################</font></font></center>

    Created during MiniLD #35, is now being continued to become a full game. Riker?k is a space shooter / exploration hybrid based on the great NES game The Guardian Legend.

    It's HTML5 and will be available in webgame portals such as Kongregate

    The final version will be free to play online, an it will be sold to mobile devices.

    <font size="5">Story</font>

    <hr>

    In the year 2201 Earth's space security agency detects an anomaly in the outskirts of our galaxy. Further investigation of it's radiation revealed it to be an enormous mass of dark matter, much greater than any quantity ever found. They kept an eye on it, as they were interested in the origins of such rare anomaly.

    Eight years later, they noticed the mass changing direction, and it was heading towards earth. It's approach was slow, but certainly fatal.

    A fleet of space ships is sent in its direction, taking few weeks to reach it somewhere near the orbit of Pluto.

    The mass revealed to be a massive ship, the size of Earth's Moon. Not much could be uncovered, as the ship immediately destroyed all of the human ships.

    And the same happened to anything Earth tried to throw at them.

    (story to be continued)

    <font size="5">The Game</font>

    <hr>

    The base game will be pretty much the same as the original. There are two game modes, Exploration and Shooter.

    Exploration mode is in top-down perspective, and you walk around rooms, much like the first Legend of Zelda. To progress into further areas in this mode, you must enter the corridors and defeat the boss.

    Shooter mode is your standard shoot'em up. The weapons you gather during exploration mode are most useful here.

    This game introduces the concept of Resources, that you gather from dead enemies. They are: Energy, Biocell, Metals and Dark Matter.

    -Energy replaces the Chips from the original game. It is the currency, and what your special weapons use as ammo. It's easier to find.

    -Biocell is used to power your shields. Can be found mostly by killing organic enemies.

    -Metals are used to create weapons and modules. You find it mostly by destroying scenery and metal enemies.

    -Dark Matter is used in certain upgrades and modules. It's really hard to find dark matter stable enough that you can pick up. Usually drops from bosses.

    <font size="5">Character Progression</font>

    <hr>

    Character

    • Level: You can level up just as the original game. Each level you get more HP and increase how much of each resource you can carry.
    • Chips: Chips will be something like equipments in this game. You can buy them or get them from bosses.

    There will be 3 types of Chips: Movement, Weapon and System.

    Movement Chips affect your movements, eg: speed, dash ability

    Weapon Chips affect your basic gun, eg: multiple bullets, damage against armor, shooting speed

    System Chips affect other things, eg: see invisible enemies, get more item drops

    Chips will each have a size, depending on how good it is, so you can equip fewer of the best ones, and more of the common ones

    • Special Weapons: There will be 10 special weapons. They are separated in 3 categories and use the respective resource to be used:

    Energy weapons, which uses Energy

    Physical weapons, which uses Metal

    and Prototype weapons, which uses Dark Matter

    The type of weapon can be strategically used to deal with different types of enemies.

    Other Items

    • Random drops: when you kill any enemy or bullet you might get a random drop. These include health and shield refill, or resources.

    <font size="5">Play</font>

    <hr>

    You can play the game that I made in two days, that started this project:

    Here's a playable TEST version

    Keys: C(confirm), X(shoot), Arrows(move)

    <font size="5">Images</font>

    <hr>

    <center>Title Screen

    <img src="http://i.imgur.com/pi3Mj.png" border="0">

    Shooter Segment (old image)

    <img src="http://i.imgur.com/R1Ieg.png" border="0">

    Exploration Segment

    <img src="http://i.imgur.com/SlyKgwL.png" border="0">

    Menu

    <img src="http://i.imgur.com/iu9ViWA.png" border="0"></center>

  • I see a lot of potential. Also tested with xpadder and a gamepad and feels very smooth

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  • I like

    For me the only problem is to much space between enemy atacks

  • i think i went to the end i couldn't upgrade anything anyway i found something i think its called a glitch :P when you go up and shoot you will spam shoots and can kill most of enemies if you catch them :)

  • Updated main topic, here are some of the recent updates:

    New sprites

    <img src="http://i.imgur.com/VWlrQ.gif" border="0" /> <img src="http://i.imgur.com/bdLEy.gif" border="0" />

    <img src="http://i.imgur.com/P7mFk.gif" border="0" /><img src="http://i.imgur.com/LfePF.gif" border="0" />

    <img src="http://i.imgur.com/ZLazI.gif" border="0" />

    Character portrait

    <img src="http://i.imgur.com/tU5OE.png" border="0" />

    Weapon Tests

    <img src="https://dl.dropbox.com/u/3954039/Riker%C3%B6k/images/capture-1.gif" border="0" />

  • I clicked on the test link above,but it's giving me a 404 error.

  • I clicked on the test link above,but it's giving me a 404 error.

    Yes! I forgot I changed the game folder. It's working now

  • The shooter part of the game looks and sounds pretty good!

    But can you make it so the ship instantly starts and stop, instead of slightly accelerating and decelerating.

    (Unless that was the control you were going for :P)

  • A big WOW ! :D

    But the enemies dissapear when the timer is at 1500 ...

  • New map engine, now shows connections between rooms and can also display bigger room shapes. In the game there's still no bigger rooms, but I'll be working on these next.

    I'll also be working on secret rooms to be displayed as blue squares on the map, but only after the player discovers them

    <img src="http://i.imgur.com/TZUbq.png" border="0" />

    But can you make it so the ship instantly starts and stop, instead of slightly accelerating and decelerating.

    (Unless that was the control you were going for :P)

    This have already been changed, the movement will now have instant acceleration and deceleration

    A big WOW ! :D

    But the enemies dissapear when the timer is at 1500 ...

    That version might not be looping the enemies, but still, that's only an early prototype

  • I believe I finished the map system and the menu screen. I'm moving the extra information to another screen, and for that I'm adding 2 more buttons, L and R, that will be used in the game to quickly change weapons.

    Unexplored areas are dark and don't show the passages between them. This way you reveal the map as you explore, and the map serves more as a guidance and so that you don't get lost.

    There's also a dot that shows where your next objective is, if there's any.

    <img src="http://i.imgur.com/6KzhH.png" border="0" />

    Now I'll work on more interesting stuff, because none of you wants to keep seeing menu screens, right?

    I think now I'll start working on enemy behavior for the exploration part.

    First I'll make those rocky enemies that roll at you

    <img src="http://i.imgur.com/P7mFk.gif" border="0" /><img src="http://i.imgur.com/LfePF.gif" border="0" />

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