Space War : Alien Invaders Devlog 1.81


Hello!

This time, I’ve been improving the enemy patrol system. Previously, enemy movement patterns were a bit curved, and while I managed to control it somewhat, I couldn’t fully fix it. As of today, I’ve achieved smoother enemy movement, though out of laziness, I haven’t corrected it in all levels or for all enemies yet.

I also noticed that the enemies felt "dead inside," so to speak. There are small details that players don’t notice while playing but are crucial in development. Simple things that I overlooked in previous versions—for example, my enemies didn’t rotate before, they just moved. Thinking about it now, it made them look more like a PowerPoint animation with effects rather than actual game characters.

I’ve improved this by creating a script that makes enemies rotate toward the direction they’re moving. I also added small effects I didn’t know about before, like trail rendering for the propulsion of some enemies.



Main Ship Movement

This is something I had worked on a lot early in my game’s development. I thought I had it mastered—the ship moved toward where the player placed their finger, leaving a small gap so the ship was fully visible. However, after testing other games in the genre, I realized my system felt clunky in comparison.

In the end, I completely changed the main ship’s movement system. Now, the ship only moves when the player moves their finger on the screen, and it moves exactly the same distance as the finger. Now, I feel like the ship has precise control, and players can place their finger anywhere without blocking their view of the ship.

Sound Effects

Honestly, this is giving me a headache. I thought implementing basic game sounds would be easy. I added impact sounds to enemies for each hit they take. At first, when they were hit repeatedly, the sound became overwhelming, so I had to add a small delay between each sound. But I’m still not fully satisfied with it.

I also noticed all the sounds were identical, and that’s when I discovered that most developers vary the pitch of a sound for each shot or action. This gives a subtle variation to the audio. However, the sound I’ve used so far reminds me of hitting a tin can, and I’m not fully convinced by it. So, I’ll keep experimenting with different sounds.

In some levels, the background music is too quiet, while in others, it’s too loud. Since this is a mobile game, I have to constantly transfer the game to my phone and test the sounds there to understand how they sound for an average player. Honestly, I haven’t quite mastered this yet, but I hope to have it fixed in the next version.


That`s all for today 

if you want to check it, 

link: https://play.google.com/store/apps/details?id=com.luisadr018.SpaceWar

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