Inspiration

My inspiration is pretty much any space movie where a ship if flying through an asteroid field and blasting the rocks apart. (Typically Star Wars) It also functions similar to the 1979 2D vector game Asteroids. (Shoot a rock and it splits in two.)

What it does

The round can be started by triggering the scanner in the center of the space station. You can then launch your own flying saucer from the hangar and use your radar to locate the incoming asteroids. Destroy them all before they collide with the space station.

How we built it

I'm not much of an artist, so it's built with primitive types. I used a combination of codeblocks and typescript. The typescript was needed to overcome technical limitations of user input while in the AvatarPose gizmo.

Challenges we ran into

AvatarPose is required for fast stable flight but that has limited user controls on mobile and desktop. Control of the ship is done by camera direction since the movement controls and head direction are inaccessible on non-VR devices. I just ran into another bug finalizing this game related to AvatarPose. If one is despawned, all AvatarPose gizmos with players in them, disappear.

Accomplishments that we're proud of

I'm really happy with my radar system that I added at the last minute for a better user experience. It's rare to not hit technical limitations.

What we learned

I spent 3 weeks hitting sequential bugs before I scrapped it all and started on this design a week ago. So hopefully the lack of polish isn't held against me.

What's next for Astroid Defense

If like to port the code into custom model import world. Better sounds and maybe background music. If like to add powerups, alternative weapons, and more ship designs if I'm doing CMI.

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