S’troidz!: Week 6 Update

11
Aug/09
0

Week 6 has arrived along with hyperspace jumps and shields! I struggled with how shields should work but ended up settling on the most destructive method (destruction usually equals fun). This means that when shields are up, your ship becomes a weapon allowing you to smash through anything.

Hyperspace jumps are also included to appease the Asteroid gods. If you’re familiar with the classic version, you’ll know what to expect. If you’re not… well, use it at your own risk. After all these years, we still haven’t worked out solid navigation controls when using hyperspace. I blame Apple, ActionScript, Mochi and whatever else is trending at the moment.

OK, in the interest of time (which is very short) here’s the latest change log and release of S’troidz!

S’troidz! r6 Changelog

  • Added Hyperspace Jumps
  • Added Shields
  • Tweaked difficulty progression to add more s’troidz sooner
  • Fixed Power Up “value not a function” bug
  • Bonus points no longer countdown when there are only s’troid core left on the screen
  • Many other misc. bug fixes
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Stroidz! Controls

S'troidz! Controls

I skipped out on adding the final alien type so I’d like to start work on that for r7. I’m also interested in adding interstitials between waves that will eventually act as place holders for things like stats and whatnot. The elephant in the room is the latest, greatest PushButton Engine revision that conforms to Adobe’s coding standards. If time allows, I’ll start moving the S’troidz! codebase on top of it. Otherwise, it’ll be the first thing I tackle in week 8.

Stay tuned! :)

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