Spirit Bomber



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Last month’s theme was STEALTH. I wasn’t really into this idea of a theme, so I decided to not participate. Until I did. Upon scetching up some ideas I decided to go with a stealth bomber concept and started to draw some stuff and write some code. In retrospective I didn’t do too much new stuff. The turn based like gameplay is one but it was a use of a boolean variable and some given attention to animations and sounds. I tried to streamline my code by using Room End and Destroy events, going through interlinked objects (like a turret base object has a top object, a top has a shadow object…) but this still could lead to strange bugs, and I still have to find a sure way to handle these. Some variables switching values sometimes could still fail (in a random fashion, which is beyond my understanding) despite me putting in a frame or two delay so the specific variable could change but to no avail. I still sometimes have to do roundabout code, fake objects so the code works as smoothly as possible. Regarding the closing end of the game jam event, I wasn’t able to fix some stuff. I try to use the Configurations options in GMS2 which means that I can define versions like “Testversion” “No test version”, and I can set macros to run on that version. So having hotkeys for testing and writing out information won’t work in the other version. I try to make an object handling all object related info so it’s a little bit of optimalization.

So the game’s about to control a stealth bomber, having (too much) information on the dashboard to look at, and tactically choose where to move. Everything moves only when the player moves: projectiles, rockets, radars, and the turrets.

I made a briefing room where player can read about the objectives and see a miniature version of the next level. Also, should it be after a level, fuel and repair cost can be checked alongside the remaining money.


Entering a level, and regarding I wasn’t able to make too much of them, almost on all of them some tutorials awaits the player to help to understand how to play. It may seeem too much, but otherwise I should’ve dumped all information all at once and that would’ve been much more overwhelming. But still the player can learn about moves and fuel, hull capacity and taking damage, having been contacted by radar, having been fired at. When completing a mission by flying over the exit area, the mission ends with evaluation of the mission. The main objective is always a do or die situation, basically it fails during the mission by running out of fuel or taking too much damage. Secondary and bonus objectives are optional, but completing them earns money which is needed to continue. With secret missions I decided that they can be revealed only when completing them. Those need some extra attention to details and using the equipment of the bomber.


In the game, by pressing the SPACE or Enter, the player can see a tactical version of the surroundings. It shows passable and impassable grid spaces, writes the names of specific objects and brings forth the targets so they can be seen better. I made it so player cannot decide where to bomb, but mission control gives the targets and the player has to fly over the red, blue and yellow targets in order to bomb them. In some missions mission control can specify to ask for reporting what target will be bombed. That can be done with buttons 1-2-3 (on the left side of keyboard). Enemy structures are the radars, those have a cone of vision. Should the player cross that, the radar activates turrets, flak cannons or rocket bays and those turn on the bomber and start fireing. Rocket soldiers have a circle and they fire the most dangerous projectiles in the game. RPG rockets fly over terrain and closing on the bomber rapidly. All other projectiles are stopped and destroyed by  obstacles (mountain walls). The bomber is equipped with 3 flares to protect itself from rockets. By pressing F, a couple of flares are fired behind the bomber. I made an ammo truck which is a moving target. As they can leave the map, carrying their own targets, these are optional to destroy. I made some structures, should they have a target under them makes them a bombing target. I made some exploding barrels, and they can be used to make a chain reaction effect. I had some ideas with them in mind though I couldn’t explore those because of the shortness of time. Also Allegra draw some level layouts for me, but unfortunately  I could build only one, so we can thanks the 6th level for her. 🙂


There are three types of bombs in the game. A normal bomb, wich drops by themselves or by carpet bombing (round and square red targets), they just explode on impact, destroying the target and the structure placed on it. An Electro Magnetic Pulse bomb (blue target), which creates an electric discharge, immobilising anything it touches. The bomber would take half of its hull’s value as damage should it linger in the explosion. And finally a tactical nuke bomb, with a somewhat large explosion area. Only the inner part is deadly to everything, even for the bomber. An outer ring only destroys oil barrels, rocket soldiers and vehicles.


This month I have to have a break from HEJ as I am not just exhausted but I also have things to take care of. Of course this have to happen in the month when my theme idea is the theme: About your favorite youtuber. I may do some planning, drawing stuff, but as I would use Ghouly’s code mostly, it’s the art that needs attention. But it’s not a priority. I could finish it some other time.