
I love challenges. I really do, and I think I’m getting rusty because since BlockStorm I haven’t released any other stuff. Of course, releasing a mod is not something simple… it takes some time, but what if the mod doesn’t take a long time? What if it’s a very simple idea easy to be developed? Let’s see what happens with this…In this week, although I have to work, to sleep, to take care of my girlfriend, family and dogs, I’ll try to make a mod, or at least, to try it. Why not? If I fail, that means it’s not a “Mod in a Week”, it could be a “Mod in two weeks”, because I guess all of you would forgive me, or not? ^^
The one that I have chosen is Space Invaders. It’s a very simple idea, funny and a wonderful classic. As you can see, I love classic games (That’s why I have a Wii in my room, VC rulz…) and this could be considered as a tribute to one of the most famous games in videogames history. So, from now 12:00 PM in Spain, let’s begin with this challenge! Tonight I will update this post with some progress.
Me encantan los retos, de verdad que los adoro, y como considero que me estoy oxidando un poco porque desde BlockStorm no he sacado a la luz nada nuevo, ya es hora de ponerse en marcha. Por supuesto, lanzar un mod no es nada fácil… para esto se requiere algo de tiempo, pero ¿y si el mod realmente no lo requiere? ¿Que sucede si es una idea fácil de llevar a cabo? Vamos a ver que pasa con esto…
En esta semana, aunque tenga que trabajar, dormir, cuidar de mi novia, mi familia y mis perros, voy a intentar crear un mod, o al menos, intentarlo. ¿Porqué no? Si no lo consigo, tan solo significaría que no es un “Mod en una semana”… sería un “Mod de dos semanas” y punto. Creo que la gente me perdonaría por ello, ¿o no? ¬¬’
Esta vez he elegido Space Invaders. Es una idea muy simple, divertida y ante todo, un gran clásico. Como podeis ver, soy un apasionado de los clásicos (Por eso tengo una Wii, y lo digo de verdad) y esto puede ser perfectamente considerado como un tributo a uno de los juegos más famosos de la historia de los videojuegos. Así que, desde ahora, 12:00 PM (weno, ya y pico) hora Española, vamos a empezar con el tema. Esta noche os pondré los últimos avances (¡si es que los hay!).
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FINAL REPORT at 3:03 (Spain):
Problem:
- For some weird reason, entities created by a env_shooter (to launch rockets, in this case) are not detectables by a trigger_multiple volume.
Solution:
- I replaced the env_shooter entity by a env_entity_maker & point_template which was spawning a brush with a laser shape, moved by a trigger_push volume everytime I pressed the left click, thanks to a game_ui. Now I can shoot and the bullets are detected in the world.
Problem:
- Invaders cannot be func_breakables because those entities cannot respawn again as I want.
Solution:
- I placed a func_brush entity as the invader and a small trigger_multiple which detects physics objects (the bullet) in front of it. When the bullet touch the trigger_multiple, the func_brush dissapears.
Annoyances:
- Func_door_rotating can just turn in one way by output. To make the spaceship turn when is moving left or right I need both directions…
- When a env_shooter spawns an entity “On Fire” it doesn’t give the option to be “Silent”.
- I need some good background space-themed music…
SCREENS:

First attempt for the missile…

Experiments with the enemy and how to destroy them…

New way to shoot… much better but with some problems.

Now I can shoot and destroy!

Yep… this looks much better.
CONCLUSION :
I have nearly finished the 50% of the gameplay… the ship can move in both ways, it can shoot, the bullet can destroy and the destroyed invaders can be respawned again. But lot of things still missing. Right now I think is completely possible to finish this mod before next monday… but who knows if I will find a huge problem before that day? Let’s cross our fingers…