Turbo Space Rocks
Turbo Space Rocks 12/10/18
A game about shooting big rocks
I made this game by following a tutorial from yoyo games. The tutorial introduced me into the basics of
game maker. I ended up liking space rocks so I ended up adding my own improvements to the game like
power ups, lifes and bonuses and stuck the word "TURBO" in the title.
What I learned from making this game
- The basics of game maker language
- Scene layers in gamemaker
- Have multiple controls
Languages Used
GML - Game Maker Language
Built With
Game Maker Studio 2
Background
In a my Game Design and Programming class in highschool, all the year 1 students had to follow a tutorialon
Game Maker Studio 2. The tutorial was on a game called space rocks and the tutorial was made by yoyo games.
Objective
The goal of the game is to destroy all the astroids, but to win you need to get 10,000 points. The smaller
astroids are worth more points than the larger ones since their harder to hit.
Controls
-
W or UP arrow
to accelerate
-
A / D or LEFT / RIGHT arrows
to turn ship
-
S / DOWN arrow
to decelerate and stop
-
SPACE
to shoot
Big Features
-
Power Ups
After I finished everything in the tutorials I added power ups. because I was bored.
-
Colorful Feedback
In Most versions of space rocks, all astroids gave 10 points upon being destroyed, but
in my version of space rocks, diffrent astroids give diffrent amounts of points.
Making the player have to pay attention to their score to figure out how much each astroid is worth
is
a lot to ask.
So, I added a more obvious way to let the player know how mush each astroid is worth. Which is
seizure
inducing color flickering number that appears after you destroy an astroid.
-
More Astroids
In the tutorial there was small, medium, and huge astroids. But in my game there is small , medium,
large, huge, and massive astroids. The reason is because I turned up the room size to make the
window
bigger. The
bigger window made all the astroids look smaller, so to compensate just I added bigger astroids.