Game Development Reference
In-Depth Information
type of resource as ammo; for instance, the blaster is constructed from Metal, Elec-
tronics, and Fuel Tanks, using Fuel as ammo. There is a special icon on the screen
that reloads the ammo of a current weapon. It is important to note that each weapon
is damageable; each shot means that it loses some units. Moreover, it receives more
damage when a fragment hits the space lifeboat.
The aiming system is not based on direct manipulation, so the player cannot simply
mark a target by tapping it; he should select the angle (some weapons can shoot
only forward) and then tap the icon of a weapon to make a shot. This requires some
experience and skills to catch the target well. The following figure shows various
weapons in the game:
Besides the custom-created weapons, there are series of special bonuses in the
game. By eliminating a complex sequence of space obstacles, the player is rewar-
ded with a bonus weapon or useful tool. For example, if the sequence of Metal frag-
ments had a geometric shape of the letter "T", the player gets Super Hammer.
Now comes the most dramatic part of the story: the loss. When the fragments begin
to bombard the space lifeboat constantly and the condition of the vessel starts to
worsen very fast, a special alert appears, bringing two options: the player may try to
continue at all hazards, most likely losing his boat, or he may restart the level with
his current collections of achievements and resources; the game calls this Return to
the previous orbit . Desperate pilots will probably turn their lifeboats into sieves, but
more reasonable persons will get a second chance.
To solve a level, the player needs to win through a specified number of rows of frag-
ments. The last levels are complicated as there are a lot of Rocks and the fragments
move fast. Completing all the levels, the player successfully enters open space, his
journey is over, and he can travel home.
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