Just a test/demo project I’m making while experimenting with XNA/MonoGame/FNA. All development was done under Linux, but it should compile/run fine on Windows and Mac.
My plan is (should I not get bored with the idea) to add successive levels representing other space shooters (Galaga, Phoenix, etc.)… sort of like a modern Gorf.
I started out making a pixel/behavior perfect replica of Space Invaders.
- All alien, bomb/missile, explosion sprites match original silhouettes.
- One alien processed/moved per update, so it has same cascade effect as arcade instead of the smooth motion of most remakes.
- Last alien moves left 1/3rd slower than right, like arcade.
- All three bomb types, where most clones only have one.
- Background music speeds up at same rate as arcade..
- Saucer points depend on how many times player has fired.
Then I started adding enhancements:
- 4 player concurrent multiplayer (local, no network yet).
- Colorized everything instead of making color dictated by screen position (arcade game was black & white with color overlays).
- Made a particle class for alien explosions (no actual physics engine yet).
- Windowed and fullscreen modes: Everything’s rendered to a target at actual resolution then scaled to whatever output is desired.
There are a lot of other enhancements to be done, this is only a couple of days actual work. Most of the time was spent on coming up with my own texture manager and sprite/mob classes that simplify loading TexturePacker spritesheets. Adding new assets is now dead simple.