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Meteor Blitz: excelente game no estilo space shooter
Meteor Blitz é um game no estilo “space shooter”, no qual uma nave é comandada para abrir fogo contra asteróides e naves inimigas no espaço. À medida que você espalha destruição, moedas serão coletadas para upgrades de armas e de nave.
O controle se dá através de dois direcionais: no lado esquerdo, movimenta-se a nave, no lado direito, direciona-se os tiros. Eles podem ser posicionados de forma diagonal, ao invés de ambos na base inferior.
Acessando botões em volta dos direcionais de tiro, você poderá modificar o tipo de arma, disparar bombas e ativar um impulso extra na velocidade da nave para uma fuga rápida e eficiente. Com o ”auto-pause”, o jogo pausa imediatamente quando o dedo é retirado dos direcionais de movimento, mas isto pode ser desabilitado nas configurações.
Ponto importante sobre o seu arsenal é que existe uma arma apropriada para cada tipo de alvo. Como exemplo, você vai querer combater asteróides de gelo com o lança-chamas, enquanto será mais apropriado utilizar o canhão de gelo contra asteróides de fogo. A arma de gravidade é uma interessante ferramenta que faz com que objetos em torno de você colem ao seu campo gravitacional e sejam disparados assim que você afasta o dedo dos direcionais de tiro.
Não se espante se você se vir cercado de uma infestação de inimigos e de objetos espaciais vindo em sua direção, afinal, esta conjuntura é bastante comum em games no estilo space shooter. Nessa situação, será conveniente utilizar o impulso extra para fuga ou disparar uma bomba que exterminará tudo em sua volta. Para esta última opção, além do botão localizado embaixo dos direcionais de tiro, você poderá chacoalhar (shake) o seu dispositivo e o acelerômetro se encarregará de realizar o disparo. Ou seja, se a coisa apertar, chacoalhe!
Há todo momento novos elementos surgirão no campo de batalha, esteja atento para não estar no ponto de seu desembarque.
Gráficos apropriados aos estilo space shooter e uma estimulante e envolvente trilha sonora completam a interessante experiência do jogo.
Confira um video-review encontrado no Youtube.
I feel like the number one obstacle in making this Space Invaders game is not the logic of the game itself but getting past Pygame’s documentation. It is nowhere near as fleshed out as I think it should be. In better news, I have a fully controllable little ship.
One of my issues right now is managing the control of the shot/bullet/laser the ship fires. I think I know the reason why so many games like this only let you shoot one bullet at a time, keeping you from shooting again until the first hits something. It’s easy to simply have a bullet object, give it a trajectory starting from the ship, and then run checks on it to see if it’s hit something. Once it’s hit, do the damage and relocate the bullet to the ship’s location (or more aesthetically pleasing, move it off screen, waiting for the next fire command to be issued which *then* moves it to the ship’s current location and starts the trajectory).
Unsung Gems: Escape Velocity
Here’s a game it’s highly unlikely anyone has even heard of. This is mostly because of what Escape Velocity was, a Macintosh only game. EV was a top down based space ‘shooter’ if you want to call it that. In reality it was an overhead version of Wing Commander: Privateer for the Mac, without much story content.
You start out as a lowly little piss-ass in the universe, with barely a ship and have to start looking for work to build up to bigger, better crafts. You could do this through simple cargo runs, getting better freight vessels eventually; escort duty, building up to cruiser class ships to defend your convoy from any pirate threats; or you could go the route of pirate yourself, building up to fast attack vessels that would make quick work of undefended cargo vessels or fly faster than a cruiser class could target.
For it’s time, this was pretty amazing if you didn’t have a PC capable of running Privateer, which I didn’t. I was introduced to the game via my best friend and his little brother. You had hundreds of star systems to explore, each with it’s own particular missions sets (semi randomly generated), and their own choice materials, so you could be a trader instead of a courier. Additionally, once you had a powerful enough ship to handle their defenses, you could attempt take over space stations and planets, declaring them your own and receiving income from any you owned. In particular I remember that trying to take Earth was the hardest, as it had the largest fleet to send at you, sending an almost non-stop wave of ships for a good 5 to 10 minutes.
The real beauty of the game though, at least in my eyes, was it being my first taste in videogame modding. My friend’s little brother found a mod online that added a new weapon to the arsenal available, that shot FORKLIFTS as ammo, and it was hilarious. It was this moment that I got into modding, starting out a two years later when I got my hands on a copy of Quake 2. (Funny story, I literally FOUND a copy lying in the sand in Glamis Dunes.) But my modding of games, and the usual fiascos that surround them is an entirely other story for another day.
The Polynomial - Space of the music (2010)
The Polynomial is a 3D space shooter game with a heavy focus upon music. On an initial playthrough, the game seems like X-wing seen through the eyes of Jeff Minter; a frantic 6DoF arcade shooter in which the player defends themselves or their allies to the thudding beats and glowing colours generated by whatever music the player chooses to load up.
The problem with The Polynomial is that the two elements of the game never really connect properly; the music visualiser backgrounds have a tendency to be more of a hindrance than a feature, and quite frankly the game would play in exactly the same without any sound or background whatsoever. When you compare this to other music-based games such as Audiosurf, Beat Hazard or even Turba, The Polynomial’s use of music seems primitive an unnecessary, like a slightly overextended custom soundtrack feature.
Add to that issue that the game is just rather too primitive. There’s only one enemy type, and so the game mostly just involves flying around moving between allies and healing points and constantly shooting a gradually increasing number of these round black monster things. There’s no variety, no real tactics, just basic dogfighting in an area which, were it not for the visualiser decorations, would be an entirely empty 3D space. There’s nothing to hide behind, nothing to avoid running into, just flying around in three dimensional space shooting things. The game essentially a decent music visualisation engine with a half-hearted shooter tacked on.
How long did I play? - 1.5 hours
Did I finish it? - N/A
Would I play it again? - No.