Neat little game

Doing final bug fixes/polishes and play testing – hoping to release iteration 13 tomorrow or Thursday. What’s left is to create the installer, grab a bunch of screen shots for the website and then create a “promo” video – though I’ll probably release iter 13 first then create the video – damned things take a over a day some times.

Thoughts on the play test: very neat little game. There’s a big gap though when the player waits for resources enough to build the shipyard and the marine ships for taking over the bases. That will definatly need to be repaired with more missions, sub objectives, a iterative attack on the bases (destroy a weapon, or defenses first etc). Also the passive act of bases getting resources needs to be augmented with a bit more active form of mining, and having pirates/enemies take notice and try to grab those resources for themselves. There’s no shortage of improvements to be made, but as usual everytime I release an iteration I’m feeling pretty good :)

Here’s a very rough – sketch/draft/notes of what I plan on working on for the next iteration – after which the game would reach “beta” stage and then the focus going more towards creating a story.

add colony platform – adds to population limit – if destroyed takes populatin with it – boosts food production
pursue – engage – flee AI
some kind of a free cam to see action better in ship mode – eg: select an object press F6 to view it, some kind of a free cam – potentially as a “probe” or “recon drone” deal
free cam – potential – alt left click in ship mode to look at another target in ship mode

turret AI fixes – close enough to fire – avoid friendly fire
error correction on path finding – eg: marine ships entering in a asteroid base – if they get confused they can find their way again dynamically
billboard missiles
missiles MIRV able to shoot projectiles
skybox enhancements – tactical “see through” – rotation
hud for base and nearby landmarks
enemy base AI – store defensive ships for when attacked, or launch ships to patrol before attacks
enemy base AI – help other’s being attacked – call for help
independent/pirate stations/bases launching attacks
in battle editor – swap sides/take sides button – eg player has 5 ships versus 7 enemy ships – player clicks swap sides – player now takes those 7 ships as own and gives 5 ships to other faction – eg: easily play scenario from other side of the fence.

visualize objectives – eg: if destroy target – highlight target in a different manner, if go to, highlight target or spot on hud and tactical mode

fix turret mode – both single turret and multi turret
repair corvette
re-code transport ships to take advantage of new art (showing pods that they have)
capital ship “maneuver” mode – like in tactical mode
“collision detection” on explosions – leading to flak and area of effect weapons and push backs on death
better explosions – attach them to object hit to avoid an odd trail of hits when the hit object is moving at a rapid pace
better “landing” (use a collision box to detect)
missions/objectives/triggers
command ship abilities
ctrl left click in ship mode to issue command ship ability – in ship mode
rock mining

2 thoughts on “Neat little game

  1. Kloka

    I like feel of the game.

    All the explosions look alike, i think you should procedurally generate them.
    I grow tired of seeing them after a while.

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