Controls: W - Forward, S - Backward, A/D - Strafe Mouse - Turn, LMouse - Fire, Space - Special P - Pause Debug Controls: 1-5 - Change Weapon 8-9 - Change Ship U-I - Change Ability Hold F when starting to enable 60 FPS mode (If you're on TurboWarp). Hold G when starting to increase enemy cap to 15 (i.e. more asteroids to shoot but more lag) Weapons: - Bullet: Fire two streams of bullets, dealing low but rapid damage. - Flak: Shoot a spread of bullets. These fall off in damage, size, and speed overtime. - Missile: Fire three homing missiles that explode, dealing small AoE damage. - Railgun: Fire a single, powerful shot that pierces enemies that it defeats. - Grenade: Fire three grenades forward that explode on impact or after a short delay, dealing great AoE damage. Ships: - Assault: Increased damage, fire rate, and projectile speed, but slightly less hull - Battery: +3 cannons and more hull, but move and fire much slower and from your broadsides. Abilities: - Salvo: Fire a swarm of homing missiles. Fire more missiles the more energy you have. - Cloak: Cloak your ship, slowing down time and being able to phase through enemies. You can't fire while cloaked.
YES THIS PROJECT IS VERY LAGGY, especially when using Battery, Flak, or Salvo. You may want to consider using a modded Scratch player (e.g. TurboWarp) to run this project: https://turbowarp.org/497985955 Keep in mind Energy Recharge is much higher than intended for testing purposes, and there is no death. Project Firebird (placeholder name) is a rougelike shoot em up style game, inspired by Nova Drift and Phoenix II. This game is still heavily in development, but feel free to mess around with the existing engine because this was super painful to code (and also because the project will be on hiatus so I can focus on IRL stuff) Song: Strings of Valour by Niels van der Leest (From Phoenix II) Done: - Projectile / Enemy interraction. (Much harder than it sounds because everything is done through unique variable clones.) - Collision (also much more painful than it sounds) - Momentum and screen warping. - A LOT of customisable variables and handling for said variables (It's a surprise tool that will help us later) - Clone Cap (because firing a lot of projectiles will hit 300 clone cap very easily) - 5 Weapons, 2 Ships, 2 Abilities. Todo: - Add enemy AI (so you aren't shooting asteroids all the time) - Add mods (the key part of the game so you can start doing absurd things, like firing 6 railgun shots at once) - Add scoring (so you have a goal) - Improve UI (Fairly bare as it is) - Add background (so you're not staring into blank space) - Add a title screen (because yknow actual game) - Add more weapons, ships, and abilities (planned to be 6 of each atm)