A downloadable Crayta Game


Play Now: https://launch.crayta.com/play/7hf37af5


The Story:

In the distant future, a mysterious race of aliens originating from Europa, one of Jupiter’s moons, begin an onslaught on Earth. After discovering and reverse-engineering the invaders’ power source, Craytas scientists kickstart the development of a new fighter craft named the XB-1, whose weapons are powered by this new energy source. When the invention was finished and ready to deploy into outer space, enlisting of new cadets started. The Hub Space Station acts as the deployment center for the XB-1. All it needs is willing pilots to stand up as earths last hope on payback on the aliens. Take basic training and get on board to destroy them all. Upgrade your personal XB-1, become stronger and keep going back untill you can finish them all in a Blazing Vengeance.

Design Notes:

  • We needed to design a Lobby that was practical, good looking and versitale so we can update it to each season. We've got much love for the Crayta Hub, so we decided to create a tribute to that. We eyeballed it, so measurements are not the same, yet everyone will recognize it.
  • For the gamejam, we decided to go with 1 big map instead of multilevels, and add checkpoints. We wanted to avoid the blocky voxel look, so we used meshes instead. The levelmap contains 4 parts: Space, Canyon, City, Space, each with their own alien types.
  • All aliens and power-ups are combinations of meshes and/or primitives combined with meshes.

Technical Notes:

  • The bullets use 'object pooling' based on Andy's object pooling tutorials
  • We made extensive use of events to allow as much as possible to be decoupled. This is based on Andy's Observer Pattern tutorial
  • We used 'handlers' for things like explosions, hits, alien waves, etc. which could be called by aliens and ships
  • We've integrated the TouchUI controls using code from the demo game. We switch between control schemas when you go from hub to the shmup level(s)
  • For the aliens we created a template for most of the logic but then used entities for each alien and cloned those rather than spawning as we've done in the past.
  • We decided because the Hub was so 'feature rich' that we would use a different world for the Shmup level to avoid overloading.
  • As a shoot-em-up is usually a one player game we had a challenge. We have created an innovative way to allow one player per world using portals which lock when a player enters a world and unlock when a player leaves that world. If this works well at scale we'll share this  as a package at a later date

Credit for Packages Used:

  • Smooth Path Package by AdamO from Crayta
  • Mighty Animations by MightyKho
  • Leaderboard 3D by Crayta
  • Shop by Crayta 
  • Prompts by Crayta 
  • Inventory by Crayta 
  • Jukebox and Records by AdamO from U2G
  • Simple Image by AdamO from U2G
  • Stateswitcher by AdamO from U2G 
  • NPC Dialogue by Stuart from U2G
  • Andys Screens and Buttons by Andy from U2G

TODO After Freeze-end

  • We wanted to add a bossfight at the end of the level. Most is ready, but as we couldn't complete it before the deadline so we have taken it out for now
  • We made stationary enemies, but didn't have the time to add them in
  • The enemies and their paths needs tweaking
  • Changes to which enemies can shoot and what they shoot

Comments

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NOTE: If you get stuck on the 'GAME OVER' screen then please hit the 'R' key or tap your mobile in the top left corner. This will return you to the Space Port hub so you can play again.