O.R.C.S. "Oort Rescue Client Services"
My Large-field scrolly space proof-of-concept is finally getting "game".
It plays great in the browser vs. the Scratch Dev env, which is really weird.
There are 3 playable missions, title screens w/ instructions, a help setup, and some foreshadow.
I added fuel usage and I've covered most of the fail-conditions.
I have earlier stages online too if you want to peek under the hood.
Have lotsa fun
Edited to update the link
Last edited by dechan (2013-01-24 05:00:28)
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O.R.C.S. "Oort Rescue Client Services"
Quick Strategy Guide
There are 3 difficulty levels.
Easy--just collect some EVA's and get to the end fast. You will not have a great score.
Normal--this gives you some more EVA's and a few items to collect.
Just Right--a full load of EVA's and items.
Your primary mission is rescuing space-suited people who are the survivors of mysterious attacks being made on transport ships traveling between asteroid mining fields in the Oort Cloud.
You can pick up nifty items left from the destroyed ships on higher difficulty levels.
Watch out for blink-mines.
Controls
[R] Toggles your Radar fob on/off
[SPACE] Selects targets, advances dialogs
[W] Fires main-engines
[S] Fires braking engines
[A] Turns ship left (port)
[D] Turns ship right (starboard)
[C] Calls the Transport ship. The transport ship will leave after 5 minutes. If you miss it the game is over.
There is a bug with the range reporting which affects some targets.
Even though the range may not always be correct the direction the fob points to is.
Last edited by dechan (2013-02-12 12:47:15)
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lol, Oortcloud :p
well, nice job. Very nice sprites.
Regards,
CAA14
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-Added Two more missions, and a first cut-scene.
-Added several costumes which give the player an idea of how well they did.
-Updated the "Failcake" sprite for those special times when you've just missed the transport back to base.
-Increased the sparse playfield size to (0.1E6 )^2 while maintaining a manageable 10k^2 initialization space for missions which fixed a range detection issue in relative objects in Q4.
-Actually added comments.
There is still an issue with the ATAN2 ranging in Q2 that I'm going to fix soon.
Updated the Strategy Guide post to account for changes in managing higher-velocity targets which make it possible to rescue/collect objects moving at higher speeds.
Last edited by dechan (2013-01-30 05:00:55)
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-Added the dreaded Blink-mines! There's one in the first mission so you don't have to wait until near the end of the game to enjoy them. And just in case anyone thinks they need to collect them before calling the evac ship, collecting even one will win you an honorary "Darwin Award". I may just incorporate that into the game (graphic, etc) later.
-Set up the scoring system so you can endure a performance evaluation with a point total.
-Shortened the credits sequence
-ATAN2 issues still abound, I will probably fix those in the simulation I'm working on and port the changes from there.
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