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#4 Air Ace II

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This time, it’s a classic top-down shoot’em up!   So far, I really can’t complain about a lack of variety with this project: after a somewhat boring excursion to a Tetris clone, the target for the next clone will be Air Ace II, a rather simple top-down shooter built with Shoot-'Em-Up Construction Kit (which I just learned was developed by Sensible Software). Good time to put Kenney’s Pixel Shmup pack to some use—and to finally get more familiar with some of the more advanced features of Godot ’s tilemap system!

#3 AHextris

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Confession time, #3 would actually be a Clone of Adventure (which is, as the name implies already, itself a clone of the the classic text adventure), but I decided to skip text adventures altogether. So, the next candidate is called AHextris , a Hextris (basically Tetris with hexagonal shapes) clone for Amiga Workbench. I’m not looking forward to his at all, but hopefully it will be a quick job. The rules for this, at least, seem simple enough—I did a bit of research before and there are other Hextris clones out there with rules for removing lines I was unable to get, it nearly drove me mad. AHextris seems to be the simplest kind though: just complete an horizontal row to make it disappear, no shenanigans whatsoever, and one headache less for me.

#2 Act of War

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Well, it’s game no. 2 and I’m already asking myself what I’ve myself into with this project 😆 Act of War is a turn-based strategy/tactic game from 1992, a bit like the X-Com series but stripped-down a lot due to it’s PD nature. It’s again written in AMOS. Phew, this won’t be easy. I mean, all the elements seem manageable (except for AI which I never really worked on before) but there are quite a lot of them. I think, I’ll implement only the basic elements so I won’t get bogged down by all the details. Assemble the parts and see that it works, that should be enough for now.  So let’s see where this will take me.

#1 AckAck

 The first game I’ll tacked in alphabetical order is be a very simple (and rather bad) arcade shoot em up, AckAck , originally written in AMOS. You play a cannon shooting down enemy planes flying the screen horizontally in multiple layers and speeds. You’re movement is also horizontally limited. A level ends after you’ve shot down an unspecified number of planes.  This proved to be an easy one for starting off, but I still ended up overengineering it, I think. Well, I guess that fact will prove helpful for later games, as I’m looking to build some scenes and code I can use in later games (and hopefully refine on the way). The result is as simple as the original, no surprise here. I implemented a simple system for switching between general game states or screen (like splash, actual game, game over screen) which I hadn’t really done in any project before out of pure lazyness and considering it a mere final touch, so this was already helpful. Not pretty but it works. I think I’ll...