Update (14 May 2011): a revised version of the demo is up - see
here.
Update (5 May 2011): demo up - see
this post.
...
Well, it's time I wrote another game. My last one, Transdimensional Hellspider, failed to be a great success due to a range of questionable design decisions but I think I can do better. I've decided to keep this devlog as a way of motivating me to code a bit more quickly, and if things go to plan I'll be updating it often.
The gameAngry Moth is a tribute to the still-reigning emperor of space battle simulations, Freespace 2, but in 2D. I know that putting Freespace in 2D is kind of missing the point, but I love Spacewar-type inertia games and anyway I don't know how to program in three dimensions. The story, visual design, interface etc will all be new, but I want to capture Freespace's sense of the player being a small but pivotal participant in a series of grand engagements. The explosions will be big and sparkly, the action will be fast-moving and tactical, the difficulty will be savage.
Screenshot
Here you can see a couple of friendly warships (top) and some enemy ships, one of which is using some kind of beam on a friendly cruiser - fortunately your friend has a shield, but how long will it last??!? (the game will be filled with moments of tension like this.) The player is the little thing in the lower middle.
Projected features 
huge battles with dozens of spacecraft on each side

dynamic gameplay with minimal scripting

a branching storyline that leads to victory or despair

a large variety of enemy and allied ships

various weapons and other systems to outfit your ship with

upgrades for the player and the allied fleet


2-player cooperative splitscreen

the best 256 colour anti-aliased sprite rotation you will see in 2011
Done so far 
the basic game engine is complete: you can fly around and shoot at things, which shoot back. Other ships on your side also shoot and are shot at. Most things explode if shot at enough.

fixed-forwards perspective, so everything rotates around you when you turn (note the motion-blurred starscape in the screenshot).

thrust-style inertia controls, with retro and side thrusters.

warships with different parts that can be disabled separately.

currently the big warships just fly straight at each other and exchange barrages until they pass by and out of range. This will need to be more interesting.

there are only eight different types of ship as yet.
It's in C using Allegro, and will eventually be released with source under the GPL. Should run on any system that Allegro supports (Windows, Linux, Mac etc). System requirements will be minimal.
VideoVideo coming when I spend some time remembering how to make it.
EtcFor context,
here's an interview I did for Steve Cook's quote-unquote blog, where I discuss this game and other things.
More soon!