Space Battle WIP

Here’s a little work in progress I have.
It’s a space battle game, inspired by the old star wars game TIE Fighter. It took me forever to figure out how to get the enemy to steer towards the player without cheating (the enemy basically controls input axes which affect physics, just as the player does), and the solution in the end was ridiculously simple: just find the position of the player relative to the enemy, normalize, and plug the x into the vertical input and the y into the horizontal input… and it works!
Anyway… I’m planning on adding more types of ships (my modeling skills, as you will see, are almost nonexistant) and setting up teams, with overall strategy AI’s, set up a campaign with a bunch of battles and goals for each, eg. escorting an undefended ship, etc. Maybe I’ll try and figure out networking for multiplayer dogfights…
I’ve attached a webplayer since that’s the easiest way to work on any computer… It’s most fun with a 3-axis joystick, but on the keyboard, w and s control speed, a and d control roll, and the arrow keys are pitch and yaw.

253530–9125–$spacebattle_123.zip (882 KB)

This is cool! Nice ship design (tho slightyly like the forbidden offspring of a Tie and X-Wing… :slight_smile: )

Any chance of sharing the project files?

Nice feel!

One recommendation, don’t make the player hold down another key just to maintain a certain speed, just make it a normal throttle control.

Keyboards have a hardware limitation where they cannot process certain combinations of keys; in my keyboard holding down “S”+“Left arrow”+“Down arrow” doesn’t register all the keys.

The space bar is another culprit for blocking multi keys, many games default to “ctrl” as an another fire key for this case.

Pretty good start there! Needs more light though!