Fire Fighter Game
- 6 Devlogs
- 6 Total hours
A game based web OS built as the upgrade of the Fire Fighter game. It is developed to increase productivity in the game.
A game based web OS built as the upgrade of the Fire Fighter game. It is developed to increase productivity in the game.
Completed the OS version of Astro Firefighter ,. Hope Everyone will like it.
Added bios system as well as enhanced the css.
Making the OS version of the game
I have made the shape of the space looking real and also made the logic more appropiate to the context
Finishing the game with complete looks and completing the full engine . thw health logic and the accurate color selection
ime Elapsed: 1 hour 36 minutesMilestone: Core Engine, Split-File Architecture, & Audio Synthesizer Up and RunningWhat Got DoneArchitectural Split: Broke the codebase cleanly out of a single monolithic file into three production-ready files (index.html, style.css, and script.js) for easier scaling and modular tweaking.Core Loop & Canvas Pipeline: Built a responsive 60 FPS HTML5 Canvas game loop using requestAnimationFrame complete with a parallax background starfield.The Combat Sandbox: Implemented player physics (WASD/Arrow keys), boundary locking, and a Thermal Overheat mechanic that locks the water cannon if you spray too recklessly.Entity System & AI: Added multi-type enemy logic (Scouts, Interceptors, Heavy Cruisers, and Sector Bosses every 5 levels) alongside procedural debris obstacles.Web Audio Synthesizer: Bypassed external .mp3 or .wav dependencies entirely by writing a native Web Audio API wrapper that dynamically generates laser fire, explosions, and power-up pickup chimes on the fly.What’s Giving Me a HeadacheHitbox Balancing: Fast-moving interceptors weaving in sine-wave patterns occasionally clip the player before the particle system can accurately register the collision frame. Tweaking the bounding box math to feel more forgiving.Thermal Tuning: Balancing heat buildup versus cooling rate so players aren’t perpetually stuck in the “overheated” state during intense level 10+ boss fights.Next Up on the RoadmapImplementing high score persistence using local storage.Adding screen-shake effects on boss impacts and heavy damage.Polishing particle bloom effects for power-up drops.