The goal of the 20 games challenge for me is to actually finish some games.

With each game the scope will increase, and I hope by the end of the challenge I will have a better grasp on how to release games, and hopefully pick up some transferable skills to apply to my own countless unfinished projects along the way.

Game / Step #3: Make some art! (River Raid Clone):
Dev Notes:
I really enjoyed making my own art on this one, and was surprised that I didn't hate what I ended up with, as usually I am my biggest critic of my art 'skills'
  • at 10,000 points you gain an additional life.
  • if you beat your previous score you can submit your highscore!
Scoring:
Tanker30
Helicopter60
Fuel Depot 80
Jet100
Bridge500
Versions:
1.0Initial Release
Goals:
Create and animate a jet fighter. The screen will scroll vertically, and the jet can move side to side. The player can accelerate or brake, which will change the vertical scrolling speed.
Add a river bank on both sides of the level. The river can vary in size, or even split into two streams. Hitting the river bank will kill the player.
Divide the game into levels. Between levels, the river will narrow, and there will be a bridge crossing it. Bridges act as checkpoints. The player must shoot the bridge, colliding with it will kill the player.
Add some enemies! Boats and helicopters will move back and forth across the river. Jets will cross the entire screen. Colliding with an enemy will kill the player.
Add fuel depots. Flying over these will replenish the player’s fuel reserves. The player can shoot and destroy fuel depots, but colliding with them doesn’t kill the player.
Add a UI with a life counter, score, and fuel gauge. The fuel gauge will drain slowly, and the player will die if it reaches “empty”
Give the player the ability to shoot things! Shooting things increases the player score.
Stretch Goals:
Not sure how to make the game infinitely long? The easy way would be to create multiple hand-crafted levels that start and end with a bridge. The fun way would be to generate the levels dynamically on the fly.
The Atari 2600 could only display limited sprites. Modern computers are capable of creating massive particle effect explosions.
Note: I didn't go overboard on this as I didn't feel massive particle effects suited the game style.
Future Improvement Ideas:
Update ProcGen to be seed based rather than random.?
Additional Level Sections?
Enemies?
Powerups?
Published 13 hours ago
StatusReleased
PlatformsHTML5
AuthorUltimateVenom
GenreAction
Made withUnity
Tagsinfinite-runner

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