Dart-07
About
A scrolling shooter. As the Dart-07 you fight on Emerald Islands, Outpost in Space, and in the interstellar Phoslar Mine
This is a PICO-8 game, which I made during Basic Shmup Showcase event organised by Lazy Devs Academy.
⚠️ Please be aware this game is under development. Mission 1 is complete and ready to play, but you enter missions 2 and 3 on your own risk 😄
If you want to take a look at the codebase, please visit https://github.com/beetrootpaul/dart-07 (the code inside PICO-8 carts of this game is minified, therefore not suitable for reading).
Controls
Keyboard:
- press & hold x to fire
- press c to trigger a shockwave (if available)
- press p to open the pause menu
Virtual controller (in browser, on a mobile device):
- press & hold ❎ to fire
- press 🅾️ to trigger a shockwave (if available)
- press ➖ to open the pause menu
Physical game controllers are supposed to work as well, even in a browser. Button mapping varies between models.
Gameplay
Your task is to pilot Dart-07 unit in a set of secret missions:
- first, you mess with the enemy on Emerald Islands
- then you continue to the Outpost in Space (⚠️ under development ⚠️)
- in order to reach the interstellar Phoslar Mine (⚠️ under development ⚠️) and prevent the enemy from utilizing that precious resource
Destroy enemies along the way to increase your score, grab power-ups left by them and survive a boss fight in order to complete a mission.
HUD
In your HUD you see:
- left-top: mission progression (the higher the ship's icon is placed, the close to the boss you are)
- right-top: your score, which you gain by destroying enemies and grabbing power-ups in case they cannot bring any improvement
- left-bottom: hearts left; you die when all hearts are gone
- right-bottom: shockwave charges left; you can trigger a shockwave if you have at least 1 charge left
- top-middle, during boss fight: boss' health (yes, you are supposed to bring it down to zero 😉)
Power-ups
There are 4 types of power-ups you can grab, each of them either makes your life easier or, if cannot improve further, increases your score:
- +1 heart – you can have max 10 hearts; you lose one whenever you take damage
- fast shoot – increases shooting speed; does not accumulate, but can be combined with the triple shoot; lost on a damage
- triple shoot – you shoot 3 bullets instead of 1, but on a little but slower rate; does not accumulate, but can be combined with the fast shoot; lost on a damage
- shockwave charge – allows you to trigger a destructive shockwave around you (with use of "c" / "🅾️" button); you can have max 4 shockwave charges
Credits
I implemented this game on my own, as well as drawn all sprites and composed all SFXs and music. But there are some resources I found super useful and used some of them I used in the codebase as well. With huge thanks, here are those:
- #easingcheatsheet cart by ValerADHD with copy-paste ready easing functions. See: https://www.lexaloffle.com/bbs/?tid=40577
- Circular Clipping Masks tutorial by Krystman
- Lua minification tool luamin by Mathias Bynens
- Pico-8 Music Tutorials by Gruber
Technical challenges
In this game I focused on learning various bits of PICO-8 API.
Some of the topics I tackled in this game are:
- multi-cart setup: this game consists of many carts – 1 main cart for the title screen etc., and 1 cart for each mission. Each mission has its own sprites and music, as well as a code responsible for available enemy types, including their attack and movement patterns. Common SFXs and sprites are copied from the main cart to missions carts with use of MEMCPY and a user data memory area (0x4300-0x55ff), preserved across loaded carts). Moreover, I implemented this in a way which allows me to use same codebase to load both locally developed carts as well as those published to Lexaloffle BBS.
- circular clipping: during shockwave a ring of inverted colors propagates from the player. To achieve that I had to learn how to implement circular clipping masks in a CPU-performant way.
- dithered fade-in/out transition: basically a set of rectangles filled with FILLP patterns, moving over screen.
- high score: usage of PICO-8's API to read and store data persisted on a host machine
- code minification: with my code style (full of spaces and long names), I found it easy to hit PICO-8's characters' count limit. Therefore I forked and modified luamin tool and incorporated it into this game's build flow, resulting with characters' count reduced by around 50%.