30 seconds vid of the space game (no sound, sorry), mixture of placeholder art and the nifty procedural cosmic background generator
It’s all very raw/early, but the movement is about how I imagined it. Visually, probably only the movement and background will live on. In a future iteration the ship is going to grow a pivoting cannon and some sort of animated engine+afterburner stuff. I’m also going to experiment with making multiple gaseous background and star layers, with some parallaxing.
Here’s the overall game idea: players engage in a ~20-45 minute (if they’re good) roguelike space-themed arcade game culminating in a boss fight. The game requires a group of players to beat, and probably quite a few deaths to even figure out how to play. Nearby players will be marked on the HUD, encouraging grouping.
The destruction of the player’s ship is permanent, but the player may respawn in a new level one ship indefinitely. There will be roughly ~10 exp levels to gain for the player’s ship, each increases the strength of the ship. If I’m feeling ambitious there will be a few types of ships. The early levels are best spent destroying asteroids (which is simply practical, given that they will destroy your ship). Middle levels are spent fighting hostile ships, and well, more asteroids.
The main boss lives in the center of each map. The map is procedurally generated w/ nifty space backgrounds, asteroids, and hopefully some hostile AI ships. Difficulty increases as players fly towards the center of the map, so it makes sense to gain a level or two periodically before travelling further inwards.
(maybe) The boss produces large asteroids which travel outwards from the center and periodically split into smaller asteroids. Each time the asteroids split, they’re reduced in size and gain a bit of a random direction. The very same asteroids that populate the newbie zone are in fact descendants of the asteroids spawned by the boss (we’ll see if this is really feasible, I’ve only done a few small tests of this model). While asteroid movement may seem mostly random, players can deduce where the boss is by noting the general source direction of the majority of the asteroids.
I’ll try and put some sort of playable version up soon. It’ll probably just be infinite lives + infinite asteroids initially. I’ve got a few server-crashing bugs to find first. I also have yet to make whatever types of lag compensation are appropriate for this type of game. I’m guessing it’ll be mostly similar to prior work, but there may be some complexity to do w/ how fast the ships are vs all the potential asteroid collisions. We’ll see.