I recently had a chance to iron out some more details
regarding GFKAEV‡ (two 6-hour plane trips will do
that). Here's the gist of the game. You must launch your
spacecraft from your home planet and safely reach your
destination, negotiating the dangerous space in between.
You choose the power and angle from which to launch.
Then while in flight you take full control of your ship.
You rotate it using the D-pad and thrust with a button.
Firing lasers, decoys, and transport beams is accomplished
by other buttons.
Your ship will be pulled and pushed by various
gravitational effects due to planets, stars, and nebulas.
Enemy turrets will also shoot at you. Overheating poses
another problem as remaining too close to a star will cause
damage (the act of firing or being hit will also produce
heat). Be careful not to melt!
Sometimes your mission will be purely to reach your
target. Other times you will need to rescue stranded space
craft before arriving at your destination.
Your ship will be outfitted with several pieces of
equipment. You'll have shields and a laser to get past the
gun turrets. You can also use decoys to fool the turrets.
You'll use a transport beam to rescue your fellow spacemen.
How well you finish each level will determine how many
upgrade points you earn. There might also be upgrades
floating around in the level for you to grab. Some upgrades
- Better energy storage (energy is used for fuel as well
as powering shields, laser, and transport beam)
- Improved shielding (consumes less energy per hit)
- More powerful lasers (along with a faster recharge
- Better heat dissipation systems
- More I have yet to think of
Items in bold are more recent.
Here's the list of what I've done so far:
- Player and turret shields added (with crappy
- If a player/turret gets hit and still has enough
shield energy left to absorb the damage then only the
shield is displayed.
- If the shield is low on power (or
has no power) then an explosion is shown and damage
is done to the target.
- Collision detection for laser beams added
- Turrets rotate to face the player and fire when facing
- Implemented a table for the various types of
turrets. That way I can have one turret which rotates
quickly, but fires slowly; or another which rotates slowly
but has a powerful laser; etc.
- Note that any laser can hit any target
once fired. So if you fly between two turrets correctly,
they could both fire at you, miss, and end up hitting each
- Created new object for enemy turrets
- Player can now fire laser
- Added HUD to show vectors for movement, thrust, and
- Player can rotate and thrust
- Collision detection for the player hitting planets
- Objects exert appropriate gravity on the player
- Menu at beginning of level lets you select angle and
- Screen scrolls when actual playfield is larger than
- Objects display on screen
- I'm having trouble displaying a background successfully
in hi-res mode (which is what I'm using in the game). It
works fine in low-res, but when I change it to 640x480 the
background flickers (like it's only being drawn every other
frame). I hope I can eventually find a solution as the game
screen will be very bland without any backgrounds.
- My code ran into the limit for computation during one
frame. I optimized one of my routines and the problem went
away, but I'm waiting for it to creep up again before I'm
done. I have identified several more optimizations should
this become a consistent problem. If necessary I'll code
the major routines in assembly (I really hope it doesn't
come to that).
Check out the screenshots below to get an early look at
the game (these were produced using the Screen
Grabber - see Spotlight for
more details). Click on each one to get a description of
GFKAEV‡ Screen Shots
This web page and all other pages on this site are
© 1997 Scott Cartier