Spending points.
Another week of hard coding, implementing and inserting together.
Lines of code developed in parallel merged together into one stream of code to fit on the basic hardware of the Arcade system.
The sound team is a bit disappointed when their work isnt incorporated, but also relieved a bit that the amateur attempt wouldn't bring the game down.
The High Scores system however gets the go ahead, the kill streak enemy kills and the unique Dragon Rage +1 point getting the sign of approval from the Bookkeeper, she-who-is-totally-Sane.
Indeed she is the one to set the number 1 score, the elusive KPR score from a near perfect non-hardcore run
Next to be put together is the Levels. The three main levels first, with the hardcore simply a repurposed 3rd level.
Studding the levels with Pathwayed debris, Portals to transition all over the screen (both the shots fired and the enemies themselves) and even switches in the form of remote detonators hovering in the air to prevent LaserDeath lines falling down to obliterate the Player.
The background itself is nice, showing a pastoral country field, pristine and beautiful with the occasional scrolling castle and crashed UFO dotting the golden fields.
The second level moving over more wartorn fields, cracks and ridges carving swathes of the landscape, the Death Animation sprited to depict dead dragons and smoking towns and castles scattered below the fight against wave after wave of enemy and trap and deadly object.
The third, a black vista, unmoving compared to the previous scrollers showing a blue/green ball spinning behind the Player as bigger and deadlier ships and aliens unleash themselves against them. Glittering white stars dotting the background in a stable pattern, never changing even as an army of psychotic alien lizards soar over them.
The enemies themselves are an array of objects, minions and traps.
From the Lasermine, a glowing green orb, sending a green malevolent pulse every couple seconds, to the (cool) Missile Defenses, a wave of three-to-four (+2 in the second level and +4 in the third) stationary targets hovering at the very top of the screen shooting mini-enemies in the form of missiles, Bump-Death minions that Follow the character, even circling behind the arc of fire if not careful but do not give points for defeating (given they infinitely respawn if the Defenses arent dealt with).
Alongside the Missile Defenses and the Missiles lie the Giant Snipers, green lizards the size of the Dragon with a jetpack and aiming fast-moving viridian bolts straight down below them as the drift forward. The Proxy Mines, similar to Missiles but slower moving, and wont circle around the Player, simply moving off the screen, but are bigger and actually give points for shooting.
The Alien Fighter is a black ship (purple in the 3rd and 4th level) that tracks side to side like Space Invaders but a bit more fluidly, firing viridian bolts straight down every few seconds.
The Aircarrier is a rare spawn, only 3 in every level and capable of withstanding up to 4 shots (regardless of attack upgrades) before falling the attackless enemy dispenses a LOT of points but cannot harm the Player unless the two contact, with only Bumpdeath this Pathed enemy is almost toothless.
The final enemy type is the Bezerk Ship, painted yellow like the Bezerker Aliens from the previous games this recoloured Alien Fighter dispenses with the ranged attack, prefering to move into the same column as the Player. Only a threat to the points as the Bezerker gets in the way of shots taking out other enemies and if one isnt paying attention a swarm of them could overwhelm
The final boss, the Mothership. A giant mechanical lizard with scales of shimmering green. It has three attacks, the first is to act like a full 8 Missile Defenses, unleashing 8 Missiles at the Player in a torrent of homing Death. The second, a blast of bullet-hell, the sheer number of lasers, moving at different angles, actually slows down the machine into a Bullet-Time effect allowing the Player to slip through the gaps
And the final blast, a charged attack that unleashes a massive torrent of glowing blue laser filling the entire screen except for a thing shell in the centre, hidden by a fold-out shield made by the Boss himself that moves back and forth, forcing the Player to move along with it or die.
To combat this the Dragon gets several powerups, from the Invulnerability Potion, a green vial floating on air, to the Attack Boosting Crackling Flame, a swaying red fire that when grabbed makes the ranged attack even more deadly
And of course, the Dragon gets itself. A red lizard with massive wings and the ability to shoot bolts of flame and activate the powerful DRAGON RAGE. A screen-wiping move that 1HKOs all but the Final Boss, at the expense of a quarter to charge it and getting rid of any Kill streak gained.
The dragon is rather detailed, from the beating animated wings to the dramatic death animation, where it collapses into the background, legs and head curling as the wings become covered in rips and stop moving. On the first two levels cracks and a small crater forms on the background as the Continue Y/N flashes in blood red
All of this is controlled by the Refined Joystick and the two main buttons, the Attack which must be tapped to unleash the bolt and the DRAGON RAGE. a red button patterned with flames with the name emblazoned across it almost begging to be used.
---
OOC: Im going to do the Finance miniturn after the debugging, because Im not mathing today blah.
Debugging week 8
As you refuse to release the game you command the Coders to go over it again with a fine-toothed comb. You do NOT want a repeat of that terrible bug (the others you didnt mind so much)
Hidden rolls!!
You manage to find 3 bugs inside the game. Whether that is the total amount you are not sure, but you isolated them in the coding
3d20 = 19, 19, 4
Maaybe you should work your coders a bit more.
Damn slackers arent busy enough if they keep slipping in these Easter Eggs. Then again maybe it isnt workload, given they let through that terrible unintentional bug sigh.
The first two are actually quite funny. in a replica of the Star Traitor glitch when the previous player's Score is higher than the KPR auto-setting (even after said score is off the board) the next time a game starts up the player is an Alien Fighter with the words "Betrayal!" flashing on the screen before the game fully starts. The Dragon Rage button disabled and the levels in reverse order (3, 2, 1 with the Boss appearing in level1) however the Hardcore mode never activates in this mode.
The second bug is more original however, though has similar graphics. Replacing the Player with an Alien Fighter and every enemy with a Dragon that acts like an Alien Fighter, the words "Invader Mode" flash when the bug triggers, which is done by a combination of Fire and Rage presses in the main menu screen before inserting quarters.
And then there is the bad bug. Not as bad as the first one, but would definitely be frustrating for Players.
Randomly during the game (usually after using a Rage on a single enemy on the screen, but can happen any Rage-use) the Dragon Rage and Fire buttons will switch, resulting in the waste of Rage uses and confusion and possibly death before they figure out the change
Still you caught it quickly, and can do something about it.
[ ] Debug 1 Bug (90% chance, 0 Employee)
[ ] Debug 2 Bug (70% chance, 1 Employee)
[ ] Debug 3 Bug (50% chance, 2 Employee)
All Employees free of the Game, but the Game Slot currently still being used
[ ] Do Nothing
[ ] Start Arcade Game
[ ] Research