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Asteroid ES v.0.80.01   -----

Developer:
Platform:
Windows
Date Added:
Jun 19 2005 02:39 AM
Updated:
Jun 28 2005 06:05 PM
 

Asteroid ES is an Asteroid Clone I made using the Epoch Star Engine to test the flexability and stability of the Epoch Star Engine.

Upgraded with weapon powerups, enemy ship flyby attacks, and joystick controls.


Attached Image: image244.jpg Attached Image: image245.jpg Attached Image: image246.jpg

Asteroid ES is an Asteroid Clone I made using the Epoch Star Engine to test the flexability and stability of the Epoch Star Engine. It is a fully 3D rendered Asteroid clone.


Upgraded with weapon powerups, enemy ship flyby attacks, and joystick controls.
Left Arrow Key - Turn Left
Right Arrow Key - Turn Right
Up Arrow Key - Forward Thrust
Down Arrow Key - Reverse Thrust
Space - Fire

*New* Joystick controls!

Note: Even though this was made with the Epoch Star engine, the control system of Asteroid ES is completely different than that of Epoch Star
DirectX 8.1
P3 450 MHZ
32 MB Video Card
128 MB Ram
50 MB Hard Drive Space

I'm taking a guess at these requirements. Because it was made with the Epoch Star Engine it is a bit fat for an asteroids game. Please let me know if you see something contrary.

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5 Comments

Jun 19 2005 02:44 AM
I created Asteroid ES to test the flexability and stability of the game engine I wrote for Epoch Star. My goal with to pull together a feature rich Asteroids game on a Saturday afternoon. Unfortunately (or fortunately), creating this game exposed several bugs in my Engine, so I ran out of time and the game turned out to be a somewhat vanilla Asteroids clone. I will be going back later as time permits to add more of the features that I had initially envisioned.
Jun 28 2005 06:12 AM
Cool asteroids clone! It looks great. Suggestions:
1. Up the turning speed. It is a bit sluggish for asteroids.
2. Impose some sort of minimum distance asteroids must be from the ship when they spawn; I was killed pretty much instantly when an asteroid spawned either on top of my ship or right in front of it (I had no time to see which). Alternately, you could impose a minimum radius from the center of the screen which the asteroids must not spawn in, which would make it an important strategy to get inside that area before destroying the last asteroids.
3. The flame coming out the back of the ship looks weird. It should only be visible when you are firing the main engine, meaning when the forward arrow is down. When that is happening, the flame particles should spawn with a velocity equal to the ship's velocity plus a vector pointing the opposite direction as the ship (not as the ship's velocity) scaled to be a constant magnitude. That way, the ship will look like it has an engine instead of a hull breach and a fire. When the back arrow is down, the flame particles should get the ship's velocity plus a vector pointing the same direction as the ship scaled to be a constant magnitude (probably the same as for the main engine). The code looks like this:

// When firing the main engine:
kParticle.kVeloctiy = kShip.kVelocity+CVector(0.0, -ENGINE_PARTICLE_SPEED).GetRotated(kShip.fHeading);

// When firing the engine in reverse:
kParticle.kVeloctiy = kShip.kVelocity+CVector(0.0, ENGINE_PARTICLE_SPEED).GetRotated(kShip.fHeading);


Let me know if you have questions about that.

I liked the asteroid-asteroid collisions. Keep at it!
Jun 28 2005 07:25 AM
With the newest version, I fixed the problem with Asteroids appearing too close. I also added some cool new features like Joystick controls, Power Ups, and Enemy ships that randomly fly through the system and attack you.

One of the power ups is increased turning rate, but I may pump the default turning rate up anyway since it is kinda sluggish.

As for the exhaust, I don't want to have it only running when the ship is accelerating. Right now, it's the easiest way to determine exactly what direction you are going, and it makes it easier to slow down, so I don't think I'll be taking your advice on that suggestion.

Thanks for the feedback [smile]
Jul 04 2005 06:59 PM
I tried the new version. I like the changes, although I'm sad that you didn't take my suggestion on the exhaust [sad].

Bugs:
1. One time, no asteroids spawned at all after I destroyed everything on-screen except me. I didn't have enough time to figure out how to reproduce the probelm, though.
2. Another thing I noticed, and I don't know if this was on purpose or not, was that when I got a power-up, it seemed to boost the other ships as well.

Suggestions:
1. Move the origin of the rocket plume on the big ships to the back of the ship, instead of putting it at the cockpit or whatever. Or is that supposed to be muzzle flash?
2. Randomize the order of the power-ups. This makes each game a little different, which is always nice, and it gives people who can't get that far a chance to see more different power-ups. If you think some power-ups are too powerful to give out early on, you might group them into groups of three or five and randomize within those groups.

Keep up the good work.
Jul 06 2005 05:23 AM
Thanks for the suggestions and bug info.

Quote:
Original post by mumpo
Bugs:
1. One time, no asteroids spawned at all after I destroyed everything on-screen except me. I didn't have enough time to figure out how to reproduce the probelm, though.

I haven't seen that one yet. I'll keep a look out for it.

Quote:

2. Another thing I noticed, and I don't know if this was on purpose or not, was that when I got a power-up, it seemed to boost the other ships as well.


That's how I designed it. I thought it would be cool to add a new level of difficulty when you got a power up. Maybe it was just annoying, I'm not sure.

Quote:


Suggestions:
1. Move the origin of the rocket plume on the big ships to the back of the ship, instead of putting it at the cockpit or whatever. Or is that supposed to be muzzle flash?


That's meant to be a muzzel flash. Maybe it looks a little weird, I'll examine it a bit closer.

Quote:



2. Randomize the order of the power-ups. This makes each game a little different, which is always nice, and it gives people who can't get that far a chance to see more different power-ups. If you think some power-ups are too powerful to give out early on, you might group them into groups of three or five and randomize within those groups.


Unfortunately I can't really do that. The power ups get progressively better and are all weapon related, so randomizing them doesn't make a lot of sense.

The order goes something like this

1. Faster fireing rate
2. Longer weapon range
3. Even faster fireing rate
4. Even longer fireing range
5. Multi directional attack.

I suppose I could randomize it a bit, I'll have to look into what that would take, but the Multi-Directional attack makes the weapon super powerful so that has to happen last. I'll think about it.

Thanks again [smile]