Another asteroids clone, original eh? Well, I needed a game to write so I could practice my openGL so here it is!
http://www.cyntaks.com/projects/asteroids/webstart/asteroids.jnlp
the download is near two megs I believe, so if you want to see some screens first here they are: http://www.cyntaks.com/projects/asteroids
The game is only partially complete because it has 3 gameplay modes and only one is finished. Before I got too far I wanted to get some feedback on the game in general as well as the mode that I did complete: Classic Mode. Classic mode uses basically the same gameplay as the original but it is a bit faster paced it seems.
I’m also curious to see how its running on other people’s computers, the graphics are done with jogl and I’m using openal for audio, through lwjgl.
The only problem I’ve run into with jogl is that it doesn’t want to run on Intel graphics cards, its had a 100% failure rate on all Intel cards so be warned! The error I’m getting is something like: unable to enumerate pixel formats blah blah, I posted on it in the jogl forums but a solution was never found…
Audio has worked on all the computers I’ve tried except two, and I wasn’t able to get any details on the computer so I really have no idea what caused it. The funny thing is that Alien Flux sound worked on these computers (of course ), and as far as I know we are both just using openAL via lwjgl. Perhaps Alien Flux falls back to javasound if its not supported… So any feedback on how audio works on your computer would be appreciated. When the program starts it will print out: audio initialized or audio not initialized depending on whether AL.create() was successful or not.
There is still a bit of work to be done, most important is to finish the two additional gameplay modes.
The first new mode I came up with is called Adventure mode. In this mode your ship, ufos, and asteroids all have shields so not everything dies on collision. I plan on adding some more evil monster type things as well as a shield which can be activated by pressing down and weapon powerups. The asteroids will get tougher as the levels go on and I’m thinking about adding some bosses every few levels, only real problem with that is coming by the graphics for them. Right now all I have is some broken collision physics and color changing to indicate asteroid health and a health bar to show the ship’s health.
The second new mode is called Deep Space mode. You are in deep space and don’t have an ambient light source so you must use the floodlight that your ship is equipped with to find the asteroids in the dark and avoid getting smashed. The changes that will be made for this mode are:
-ship has a shield
-asteroids will drop health powerups that will
dissappear after a few seconds.
-you will have a light flash (more like an expanding ring of light) that you have to charge but can be used to see all the asteroids.
-asteroids move slower.
-no ufos.
This mode is also only partially complete.
I plan on adding an options menu where you can change all this, but for now here are a few undocumented controls:
fire: spacebar
accelerate: up
turn left: left
turn right: right
floodlight toggle: L
spotlight toggle: K
sound toggle: S
explosion style 1: 1
explosion style 2: 2
use colorful asteroids: C //this will only be available for classic mode in the future
blow up all the asteroids: X //this won’t available for long
bring up the game menu: escape
Let me know how it runs on your computer and what your specs are so I can get some idea of minimum requirements for the game. I would also like any feedback on adjustments you think should be made to classic mode, I’m still messing around with the speeds of the ship/bullets/asteroids and all that.
Thanks for testing!