The abandoned re-remake of a game that was never released.
To run the game, run the following command:
cargo run -Zfeatures=itarget
The abandoned re-remake of a game that was never released.
License: MIT License
Implement a good-enough copy of the first level (of either of the games).
Currently it isn't shooting directly to your mouse, because of DPI problems. I think it is an Amethyst issue. See amethyst/amethyst#2307
Right now you have to go to the beginning of the level. Instead have lives and you can re-spawn right away. (And cool explosion like in the original!)
Add a new dev window in which you can change the value of game constants, to be able to test stuff. Interesting to learn some new amethyst (and Rust) features.
Try to make the level editor be Safe Enough™ to run unknown levels. rlua
tries to be safe so it should be fine.
This is probably far off, and never will be implemented, but creating this issue early so it can be referenced from code.
Some pre-requisites:
Some improvements can be done to indicators (probably without needing to change level editor at all):
There should be an easy way to shake the whole screen. It looks good.
Psycho ball should wildly change colors. Enemies should also slightly change colors.
We can use build.rs
to compile the shaders, since it doesn't need to happen at runtime, and will make things slightly more efficient.
Really minor so not doing that now.
It should be possible, from the level editor, to make indicators show up before enemies do.
For some (most?) formations, it should be possible to make the enemies be shot directly in your direction, as that is very used in the original levels.
Like in the original game, a line showing the direction you're shooting, and a circle indicating your cursor position, would be helpful.
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