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TIGSource ForumsCommunityDevLogsUntitled space game: The Game
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gejben
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« on: November 18, 2012, 04:10:00 PM »

Untitled
Space-Game

Mechanics:

It is going to be a top-down
spaceship-game, where you steer your ship but the weapon/gather-gun
will be automatically controlled. You can switch between 3-4 modes,
with some kind of delay, wich will change your abilities and stats
(like speed, shield, damage). This will, hopefully, make the game
more tactical then action-packed, when you have to worry more about
your positioning and choosing the right mode/stance for the
situation.

The modes I have in mind are:

Defensive:
Fast mode with high shield and medium dmg

Attacker:
fast mode with medium shield and high dmg

Gatherer:
slow mode with high shield and no attack,
can harvest recources from asteroids

They are (I think) supposed to have
different abilities also. Maybe carrying resources slows you down and
defensive mode can drop some for speed or something.

SinglePlayer:

I haven't really figured out what or if I
want to do anything with single player, maybe a short campaign to get
introduced with the mechanics or maybe just the ability to play with
bots.

Multiplayer:

The multiplayer will be teambased, you
start of at each side of the map with a mothership. The motherships
will circle the map throughout the game. Your objective is to gather
recources from asteroids and drop them off at the mothership. If you
get shot down carrying recources you will drop these and someone else
can harvest them.


Since I don't have that much programming
experience this will be a learn while doing project and probably take
a whole lot of time, but I hope that I at least can come close to
what I set out to do!
/Gejben
« Last Edit: November 27, 2012, 03:14:58 PM by gejben » Logged

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« Reply #1 on: November 18, 2012, 09:25:33 PM »

So when you talk about changing between 3-4 mode is this kinda like in Star Trek when they go, for example, “Full power to shields” or “Full power to engines”, and in that case would it be possible to make custom modes to switch between? All with advantages and tradeoffs of course.
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gejben
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« Reply #2 on: November 18, 2012, 10:54:42 PM »

So when you talk about changing between 3-4 mode is this kinda like in Star Trek when they go, for example, “Full power to shields” or “Full power to engines”, and in that case would it be possible to make custom modes to switch between? All with advantages and tradeoffs of course.

Yeah that was kinda my idea about how the modes would work, I'll have to look into being able to create your own modes, how this affects balance and such. And that will probably have to be done much later, but I will keep it in mind, good idea!
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« Reply #3 on: November 19, 2012, 12:00:04 AM »

Since I just got started I don't have that much progress to tell about yet, what I have done is a ship that moves the empty map with a camera class that follows the ship.
I am terrible at drawing stuff so i just drew these sprites real quick to have something. Will try to get into some pixel-art later on and make them at least a little bit prettier.



The HUD is just static, but might give an idea about what I'm going for. To the left: the radar and coordinates, in the middle: some indicator of what mode is chosen, to the right: some kind of screen that is supposed to give distance to closest asteroid, enemy or something (I'm not sure what to do with this one yet).
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« Reply #4 on: November 20, 2012, 04:53:33 PM »

If anybody is interested in this we will do most of our updating at http://untitledspacegame.wordpress.com/devlog/ where we will update on a very regular basis. Will come back here to update when we have made more progress and got more to show.
Please feel free to leave any kind of feedback here or on the website.

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« Reply #5 on: November 20, 2012, 06:57:15 PM »

Based off your youtube video I would suggest that, when the ship starts moving faster, either push the camera further in front of the ship, or pull the camera back. This would a allow the player more reaction time to obstacles in front of them.
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« Reply #6 on: November 20, 2012, 10:55:42 PM »

DrunkDevs: Yeah that's a good idea, I will definitely look into that. I also have to fix both movement speed,acceleration and turning radius, it just doesn't feel right.
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« Reply #7 on: November 27, 2012, 03:17:08 PM »

Quick update: added menus, asteroids and the ability to harvest resources of the asteroids.

for video and more in-depth updates: http://untitledspacegame.wordpress.com/devlog/
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