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Shattered Earth - WIP


KaeruYojimbo

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I was on my way back from a Kuiper Belt run when it happened. June 27, 2248, 22:15 solar standard time. One second the earth was there. The next it wasn't. The official story is that the planet was destroyed by hostile Rigelan invaders. Now I'm not saying that's a cover up. I'm just saying it's mighty convenient that anyone who could prove whether or not there were any Rigelans within 3 light years of here is dead.

 

My name is Dex Nebula. I fly a supply ship. I'm pretty good at it. That's why what's left of EarthGov hired me to search for survivors. Buncha poor bastards who weren't killed instantly and are now drifting through the rubble waiting for their life support suits to crap out. Unless I can find them and get them to a space station before that happens.

 

Click here for latest ROM and updated game description.

 

shattered.txt.thumb.png.2ed7b96ac1a1a5b5daf7f74f489335d5.png

 

Your goal in Shattered Earth is to fly your ship through the constantly shifting debris field that used to be earth, collect 4 survivors and get them to the relative safety of the space station before their space suits run out of air (the cockpit of your space freighter only has room for one, so they have to ride in the cargo hold). The space station will be cloaked (there's always a chance the Rigelans could come back to finish the job, assuming they were ever really here to begin with) until you've found 4 survivors. At first the only obstacle you encounter will be the debris itself, but in later levels you'll have to deal with surviving orbital defense satellites that, with the central command system that was on earth gone, are now unable to distinguish friend from foe and fire at anything that moves, including you. When you successfully dock with the station, you'll get a bonus and move on to the next level.

 

Controls:

Joystick - move your ship in eight directions

Fire Button -  launch a photon missile in the direction you're moving or the last direction you moved 

Select Switch - select level 1, 2, or 3 before the game starts

Reset Switch - takes you back to the level select screen 

Left Difficulty B - screens are always random

Left Difficulty A - if you leave a screen from the direction you entered the layout will be the same as it was previously

 

Newest version:

 

ShatteredEarth20210606.bin

 

Old crappy versions:

 

ShatteredEarth20210310A.bin

 

ShatteredEarth20210226.bin

 

ShatteredEarth20201111.bin

 

ShatteredEarth20201101.bin

 

ShatteredEarth20201012b.bin

 

ShatteredEarth20200528.bin

 

ShatteredEarth20200522.bin

 

ShatteredEarth20200503.bin

 

ShatteredEarth20200426.bin

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We'll be playing Shattered Earth on tomorrow's (Wed Apr 29) ZeroPage Homebrew stream LIVE on Twitch at 6PM PT | 9PM ET | 1AM GMT! Hope everyone can watch!


Games:

 

 (SET VIDEO TO 1080P60 FOR FULL QUALITY)

 

 

Edited by ZeroPage Homebrew
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New ROM in the first post.

 

I started adding obstacles and sounds. The end of level bonus sound effects are just placeholders until I come up with something better.

 

Oh, and you can start a new game with the fire button now (you're welcome, James!)

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9 hours ago, KaeruYojimbo said:

I started adding obstacles and sounds. The end of level bonus sound effects are just placeholders until I come up with something better.

Oh, and you can start a new game with the fire button now (you're welcome, James!)

Woohoo, thank you! ?  Great update and love the new obstacles!

 

1 hour ago, KevinMos3 said:

Very cool.  My only complaint is the obstacles that shoot lasers in the 2nd level.  Not sure how to avoid them.

I don't think there's a way at this point. I just leave the screen and come back to have it randomly generate a new layout (hopefully without the lasers).

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  • 3 weeks later...
  • 4 months later...

Update:

 

Left Difficulty Switch A - If you leave a screen from the direction you entered it, the previous room will be the same as it was. So if you're trying to go through the rooms in order or avoid a particular obstacle, you can't just leave and come back to get a different layout.

 

Update to the Update:

I just discovered that the game would crash after finishing a level, so here's a fixed version.

 

ShatteredEarth20201012b.bin

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ZeroPage Homebrew will be playing Shattered Earth on tomorrow's (Tue Oct 20) stream LIVE on Twitch at 6PM PT | 9PM ET | 1AM GMT! Hope everyone can watch!

 

Games:

 

(SET VIDEO TO 1080P60 FOR FULL QUALITY)

 

Edited by ZeroPage Homebrew
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What an interesting concept, I like it!
Currently the only thing I would change is to make screens not random at all and more like mazes, but that's just me
EDIT: I forgot to mention, it would be really nice if you add a "twin stick" optional control mode like in RobotWar 2084

Edited by MCP90
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On 10/20/2020 at 1:00 AM, MCP90 said:

What an interesting concept, I like it!
Currently the only thing I would change is to make screens not random at all and more like mazes, but that's just me
EDIT: I forgot to mention, it would be really nice if you add a "twin stick" optional control mode like in RobotWar 2084

Thanks! The premise of the game is that you're in a field of shifting debris, thus the random screens. I get that this won't appeal to everyone, but it's not something I plan on changing. I hadn't ever considered a twin stick control scheme. I don't think it would be too difficult to implement, but I'm not sure how much it would actually add to a game where only one enemy appears at a time.

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5 hours ago, KaeruYojimbo said:

Thanks! The premise of the game is that you're in a field of shifting debris, thus the random screens. I get that this won't appeal to everyone, but it's not something I plan on changing. I hadn't ever considered a twin stick control scheme. I don't think it would be too difficult to implement, but I'm not sure how much it would actually add to a game where only one enemy appears at a time.

oh yeah it makes sense, the game is very cool as it is. If at completition there's still some rom space consider adding the dual stick option, while not strictly necessary it's an added bonus

Edited by MCP90
forgot a word
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4 hours ago, KaeruYojimbo said:

Thanks! The premise of the game is that you're in a field of shifting debris, thus the random screens. I get that this won't appeal to everyone, but it's not something I plan on changing. I hadn't ever considered a twin stick control scheme. I don't think it would be too difficult to implement, but I'm not sure how much it would actually add to a game where only one enemy appears at a time.

I have to admit, I didn't think this would be a good twin-stick candidate until I watched ZPH play through the game. Since the game is timed, your kind of forced to speed run through the levels and a twin-stick "option" would be cool for when you encounter a few of the enemies. Btw, I like the different enemies (witnessed so far), especially the big one that pauses when you shoot it. I really need to find time to play this.

 

So yeah, another vote for the twin-stick option and how about a "Buncha poor bastards" patch featuring the four survivors. I really like their look.?

 

<Edit> Could you display the final level achieved upon game ending?

 

Edited by sramirez2008
Final Level
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Wow, I like it. In a alien world that you can explore and enemies to defeat. The complex playfields, which you can hide and straife behind is awesome. Seems like the screen kernel is more or less perfect. The concept is pretty original. The game in its current state plays well and has oodles of potential. 

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  • 2 weeks later...
  • 2 weeks later...

Here's the latest update. First, I fixed it so the Wumpus (the giant enemy you can't kill) can't insta-kill you when you start a new life anymore. In theory anyway. My testing procedure was "die a lot and see if it happens." It didn't, so I'm assuming this little bug is fixed. Second, I added a new enemy type. This one is kind of an easter egg, so you may not find it right away. This will be the last new enemy type I add, but I plan to add some new behaviors to existing enemies (including the new one) in later levels.

ShatteredEarth20201111.bin

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3 hours ago, KaeruYojimbo said:

Second, I added a new enemy type. This one is kind of an easter egg, so you may not find it right away.

Nice, Found the easter egg in my second playthrough of the new build! ? Nice surprise.

 

- James

Edited by ZeroPage Homebrew
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