Inspiration
I wanted to challenge myself to make a “real” game not just draw a triangle in C++. I’ve always heard "game dev in c++ is hard" so I figured I’d see how far I could get. Spaceships + silly enemies felt like the perfect excuse.
What it does
Tiger Space Program is a top-down shooter where you dock at a space station, pick a planet (Earth or Mars), drop into a level, grab the key, fight enemies, and reach the teleporter. You collect credits, buy upgrades, and eventually unlock the next planet. There are different enemy types (bouncers, shooters, even a boss) and a simple HUD for ammo/health/credits.
How I built it
- Language: C++
- Graphics: raylib which wraps OpenGL giving more out of the box features, it's still C++ though.
- Game Structure: I used states to define what screen the player was looking at and how their resources were managed on that page.
- Entities: player, bullets, enemies, pickups are all updated every frame. This could definitely be an issue later on after the game expands.
- Art: Pixel art generated by GPT-5
Challenges I ran into
- I'm not the biggest C++ developer and a lot of the issue I ran into were with the make files and compilation.
- Collision and tile mapping are some topics I want to revisit but I have temporary solutions for now.
- Managing different enemy behaviors
- Game state transitions between levels and screens
Accomplishments that I'm proud of
- I actually made a playable C++ game that has a story.
- I safely managed textures, inputs, updates, and drawings with raylib
- I made multiple levels and even different planets off my engine
- I added a shop to add to the rouge like dungeon crawler feel
What I learned
- C++ with raylib isn't as scary as I thought, maybe OpenGL won't be too bad (famous last words)
- Creating maps as 2D arrays allows me to quickly search for open tiles or verifying what is on the level.
- Visual feedback when getting hurt is very important
What's next for Tiger Space Program
- Powerups: I want to add a temporary fire rate boost, shield, or maybe double credits. Maybe incorporate some pickup drops from enemies.
- Planets: I want to create more planets with more themes and different levels
- Enemies: Adding more enemies with different attacking styles would be super cool
- Sound Effects: Because what's a game without sound?

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