Asteroids!


Introducing: Asteroids!
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In this map, you defend a space station from an endless onslaught of asteroids and enemy ships. This is an early version of the map, and it's only been in development for 6 days or so at this point, so it is a little barebones. I have left the DebugUtils lua library on, as this is map is still in alpha/beta/whatever. I have also left the map open source for now, but strictly for learning purposes. I'd greatly appreciate not circulating your own versions of this map. (edit: just occurred to me that I did use some custom gui functions in this map that I have not yet included in my Extended GUI thread yet, so dm me for those if you want to look around at the map's internals)

All of that being said, I do intend to keep actively developing this map when I can. In the meantime, have fun shooting giant rocks!

Features:
-WASD Movement (with collision) for all player spaceships
-Primary Fire system(press space to fire)
-Asteroid movement system
-Enemy alien ships
-Secondary fire (auto-homing laser turret, manual cast rocket cannon)
-4 stacking ship upgrades + the laser turret from the space station
-Black market for further upgrades/weapons
-Infinitely scaling asteroid size (HP and damage dealt on collision with a ship/the space station are increased with asteroid size)
-Scaling alien ship stats (every 2 for 60 mins after the initial warning message for alien ships)
-A repeating boss fight (stats scale every respawn for 30 respawns)
-Score tracking + gold bounty on asteroids and alien ships
-A custom soundtrack by me! (currently 8 mins long and unfinished)

Planned Features (so far):
-Boss fights
-Black Holes
-Wormholes
-Planets on the map to help orient yourself
-More items/abilities
-Formulaic acceleration/deceleration (as opposed to the current flat accel/decel)
-A sleeker UI (but this one is quite on the backburner)


v0.7.2
-Fixed the out of bounds movement bug for real this time
-Fixed collision also for real for real
-Removed missile speed scaling from missile upgrade and decreased gold cost from 150 to 125
-Increased fire rate scaling on turret upgrade from 5% to 6%
-Increased default missile speed from 16 to 18
-Fiddled with turn rate and update speed again, should be a tiny bit smoother now

v0.7.1
-Made collision even more bouncy for UFOs
-Fixed a bug that caused UFOs to pile up on Xenidor and then rush outside of map bounds
-Decreased UFO HP scaling from 150 to 75 and damage scaling from 7 to 6

v0.7.0
-Changed up the UI a bit
-Added behavior types to enemy UFOs: Default (the current behavior of aimlessly wandering around), Chase (Following a player ship to death), and Divebomb (going straight for the space station) (Chase and Divebomb enemies start spawning after the first and second boss fights, respectively)
-Increased Space Station attack damage from 50 to 90
-Increased Space Station attack speed from 2 to 1.75
-Added 1hp/s regen to Space Station
-Added collision to the black market
-Fixed a bug in which Xenidor's laser attack would still proc/continue after death
-Fixed a bug in which aliens could go out of bounds and crash the game

v0.6.7
-Added a charging indicator to Xenidor before the laser attack starts
-Increased Space Station attack range from 700 to 800
-Increased Xenidor's projectile speed from 2000 to 2500
-Increased Xenidor's attack range from 1250 to 1500
-Fixed UFO kill score tracking and gold bounty
-Fixed rocket cannon projectile rotation
-Potentially fixed a bug that caused controls to be inverted
-Player spaceships now spawn facing outwards
-UFO spawns are now 1 per player every 20 seconds instead of just 1 flat every 20 seconds

v0.6.6
-Fixed rocket cannon frfr

v0.6.5
-Fixed a bug with homing laser not behaving correctly before Xenidor first spawns
-Fixed a bug that allowed people to exceed max amount of homing lasers after killing a ufo

v0.6.4
-Fixed rocket cannon ability
-Fixed lingering laser after xenidor death
-Fixed xenidor death sfx and changed it from mortar team missile to firebolt

v0.6.3
-Fixed a bug Homing Laser vs Xenidor
-Fixed respawn not canceling after a player leaves
-Fixed Homing Laser breaking after death
-Fixed Xenidor laser damaging and Heal Beam healing past their ranges
-Increased Repair Bot hp regen from 1/s to 2/s
-Increased Heal Beam max size from 700 to 800
-Increased Rocket missile speed from 20 to 25
-Changed UFO and Xenidor attack type from missile to artillery for miss chance purposes
-Lowered bitrate on soundtrack to 256kbps to save some file size

v0.6.1
-Selling items now removes their abilities
-Fixed heal beam
-Xenidor now spawns ufos on the first spawn if there is more than 1 player in the game
-Added Berserk ability to Xenidor (was supposed to be there in 0.6.0 oopsies)
-Decreased Rocket Cannon cost from 450 to 400
-Decreased Energy Shield upgrade cost from 400 to 350

v0.6.0
-Increased map size
-Ships now slightly decelerate after collision
-Default primary fire missiles now have a max range of 1800
-Added a purchasable second primary fire option, the Healing Beam (aim it at allies to heal, upgradable from black market)
-Decreased UFO base HP from 350 to 200
-Increased Homing Laser range from 500 to 600
-Decreased asteroid max speed from 5 to 4
-Increased default rotation speed from .5 to .75
-Added the first ever boss fight!

v0.5.2
-Removed debug message from respawn
-Fixed Energy Shield upgrade
-Fixed Homing Laser breaking after death
-Decreased Alien spawn interval from 30s to 20s
-Increased Turret upgrade cost from 125 to 150
-Increase Missile upgrade cost from 100 to 150
-Increased space station life regen aura to 800
-Made aliens more bouncy on collision to try to prevent them from getting stuck
-Increased spawn and respawn distance from space station

v0.5.1
-Fixed a bug that caused aliens to scale every 2 seconds instead of every 2 minutes lol

v0.5.0
-Updated console UI
-Items are now removed on death and recreated on respawn
-Added planets around the map
-Added a Rocket Cannon weapon
-Increased base missile damage from 15 to 20
-Changed default missile model
-Fixed fire rate cap lol my b
-Added a Black Market ship (spawns every 5 minutes, lasts for 1 minute, currently sells the Rocket Cannon and an Energy Shield upgrade)
-Enabled item dropping/selling (dropping an item will cause it to be lost to the void forever)
-Added commands to the Quests menu

v0.4.0
-Fixed a bug with missile system
-Decreased rotation update frequency from .01s to .1s (default rotation step is now 2 degrees, can be changed with -rot x.xx)
-Decreased alien scaling frequency from 60s to 120s
-Added a cap to primary fire rate (.15s)
-Increased default missile speed from 14 to 16
-Decreased asteroid max move speed from 7 to 6
-Fixed some collision bugs
-Fixed a bug that caused ships to not respawn with full HP
-Added an energy shield item and a repair bot item to the space station store
-Increased Booster price from 200 to 300
-Changed Space Station armor type from fortified to heavy (should now draw more aggro from nearby alien ships perhaps)
-Added a 50 damage 2s cooldown attack to the Space Station as a defense vs alien ships (does not scale)

v0.3.0
-Fixed the railgun frfr
-Added collision detection for ships
-Redid collision detection for asteroids vs space station (still needs some more fine tuning for large asteroids though)
-Longer music :3

v0.2.0
-Added enemy alien ships (starts spawning at 3.5 mins, scales every minute for 30 minutes) (edit: totally forgot to give them gold bounty but that'll be fixed next vers frfr)
-Fixed all of the railgun bugs? maybe? I hope? (edit: after testing, railgun seems to work perfectly in single player but not in multiplayer)
-Made the music longer (almost 5 minutes now!) and switched to mp3 to save file size
-Something somewhere is crashing. Idk what. Help :') fixed perchance?
Fingolfin - Asteroids model, planet models
Anvil - Spaceship model
ILH - Star field background, Space Station model, UFO Model
Eikonium - Timer queue system, DebugUtils system
Vinz - Blue missile model
keepitmovin - UI
Ham Ham - Xenidor's Ship model
myself - all custom sounds :3
Previews
Contents

Asteroids! v0.7.2 (Map)

Reviews
deepstrasz
Controls are quite clunky. Projectile stops after a short while; doesn't quite make sense. It's easier to destroy meteors by crashing into them than hitting them with the slow delayed laser. Happily, the ship regenerates. Have to circle around the...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,215
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by Asteroids!
You can also upload your map here to generate a list: Asset scanner

Awaiting Update.


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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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GrapesOfWath

Sound Reviewer
Level 18
Joined
Mar 31, 2012
Messages
281
A credits list in the map description with the names of the authors whose resources you've used is mandatory
o word I wasn't sure how that worked, so I added an in-game quest menu credits list just in case
(edit: added the credits list)

I found some planet models in hiveworkshop. Because the movement in outer space makes me disoriented. It would be great if you put it on a map. we will have the feeling of moving between planets.
not a bad idea, may be doing this Soon™️
 
Level 13
Joined
Jan 4, 2014
Messages
556
Played it with some friends, was fun but like only for the first 2-3 minutes. The game gets repetitive and nothing really changes. At some point you can upgrade your fire-rate and rotate in the middle and kill everything in the map as it spawns. It's not really PvP or PvE. The controls are smooth and environment is nice, but I feel like the gameplay is missing a purpose.
 

GrapesOfWath

Sound Reviewer
Level 18
Joined
Mar 31, 2012
Messages
281
Played it with some friends, was fun but like only for the first 2-3 minutes. The game gets repetitive and nothing really changes. At some point you can upgrade your fire-rate and rotate in the middle and kill everything in the map as it spawns. It's not really PvP or PvE. The controls are smooth and environment is nice, but I feel like the gameplay is missing a purpose.
Yeah, that’s fair, although I have added enemy ships and a boss fight in recent versions, as well as a range limit on the main gun so you have to keep moving around instead of sitting mid and shooting. I know there’s only like 7 minutes of gameplay total so far, but I do intend to keep adding to it to keep things interesting. Perhaps I jumped the gun on uploading the map to hive, I was just real excited about it 😛
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,215
Controls are quite clunky.
Projectile stops after a short while; doesn't quite make sense.
It's easier to destroy meteors by crashing into them than hitting them with the slow delayed laser. Happily, the ship regenerates.
Have to circle around the station to hit asteroids coming from behind it since you can't go through it (under/above).

The idea is nice but poorly executed at the moment.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

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M A P - D E S C R I P T I O N
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MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 

GrapesOfWath

Sound Reviewer
Level 18
Joined
Mar 31, 2012
Messages
281
Controls are quite clunky.
I'm aware that the rotation speed might not be everyone's favorite and added a command to adjust it with, is there anything else you think needs work?

Projectile stops after a short while; doesn't quite make sense.
I had projectiles lasting until they reach the map edge but that made for boring gameplay where you could just sit mid and spin your ship in circles while holding down space and just kill everything without actually moving, so I gave them a range of 1800(?)

It's easier to destroy meteors by crashing into them than hitting them with the slow delayed laser.
I've been thinking about how to handle this better, I'd like to have collision with an asteroid not immediately kill it and instead knock the ship and the asteroid back and do a lower amount of damage, but I'm not sure what I want the damage formula to be so I've been holding off on that for now

did you get to the aliens and the boss fight? 🥺
 
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