Spaceship game WIP

Greetings!

*Big Update!*

I’m very excited to start my first thread in showcase, I’m looking forward to the feedback. This a a WIP, simple defense game where you must keep the floating station alive. I’m not sure if I’m going to make it in outer space or change it to a sky game (I do love flying around through the mountains) I whipped these graphics up, but I’m going to replace the models later with better ones. Some enemies are set on a path to attack the station, others will fly towards and attack you, although their aim is a pretty bad, so you wont die too easily. Space is speed up, left cntrl is slow down, right cntrl is restart and left mouse is fire, enjoy, let me know how I’m doing :slight_smile:

http://dl.dropbox.com/u/13183582/Ship%20game%20Evil%20Master/WebPlayer/WebPlayer.html

Bump

It feels good. The feel of the controls are very similar to a project I was working on for a bit, based on a game I created for my final project at college. Keep it up.

Controls are good,
sometimes its difficult to find enemys, if they are far away.
Try to make a radar or gui text for far enemys.

Need a radar.
And graphics.
And stars must be smaller :smile:

YES! controls are not bad. work on some gui or hud now am graphics as said above. maybe make it a little bit easier.

Thanks for the feedback! Yes a radar is certainly something that I’ve been planning to implement, Just gotta get to that point :smile: as I mention about the graphics all models will be replaced later on. As far as making it easier a radar will certainly do that, If your talking more about the controls I was wondering if it’s too difficult to hit enemies, perhaps some kind of lock on system?? I’ll put in the radar before I make any decisions on that.

Lock on would be nice.

I now you are gonne replace that, but make the Laser or what ever you shoot more present.
Bigger, brighter, take a look at starwars ^^

The little laser get lost very quickly in the big space :smile:

Well of course I’m gonna replace the laser, I mean come on, it’s a laser. But that’s a good reminder, it’s easy to get lost in lines of code and forget about making everything look good.

I like the premise; straightforward, but cinematic. The controls feel refreshing and it seems like there’s a lot of potential here.

When I pushed ctrl it did not restart the game (I’m on windows). Looks great!

@ Novadantis: Thanks! Very glad to hear it.
@ mrsnake: What it the right ctrl, because the left one slows you down. I’m on Windows as well so you shouldn’t be having problems, I’ll double check though. Thanks.

Also something I cant believe I didn’t notice is that the score doesn’t reset on restart :smile: but that will be fixed in future updates.

I hit the left one, the right one works! Anyway, great game!

Very frustrating. I’m a pilot. Pushing up/away/forward on the mouse, for me, should make it dive, not climb. If you were to implement a user-defined control scheme then I’d look at it for longer than 15 seconds. As is, I need to pass. Sorry, I’m just not interested in fighting against 25 years of muscle memory. Good luck with it.

I had thought about the movement, not being inverted and all. After I get all the other big things done I might go back and try for an “options menu” with movement invert as one of the options :wink: thanks for the input!

Pilot here too =)
And you know, I actually overlooked this completely due to teaching myself what I can only call Mousidextrousity while in my teens; even before learning to fly I thought in terms of flight controls, but friends would play on Quake without the mouse inverted. So I learned their gammy ways to avoid changing the controls every time we took turns (surprisingly it only took about 1/2 hr). These days I play both inverted and non-inverted interchangably; although I’m a firm believer that all flight games should be forward=dive by default.

It probably came out harsher than I intended…

I’m sure I could learn to use inverted controls; I just don’t want to. Hard to explain why. Muscle memory is a tricky thing and I prefer to not mess with it. I don’t ride motorcycles because gas-on for them is gas-off in a helicopter (what I fly). I don’t care to take that risk and I’ve known a number of helo/bikers that have done it. It’s bad enough jumping from Jet Ranger to an A-star and having to remember which pedal to stomp on.

For the game at hand… The station is in kind of a nebulous place right now. It’s not in space and it’s not in air. Your fighter doesn’t bank during turns, so it’s not in air. But it’s not vector thrust, so it’s not in space. Granted, most space games aren’t vector flight, they’re really just airplane-in-space.* So if that’s the case, go all the way. But it’s WIP, so maybe you’re not there yet.

But definitely keep working on it. I wouldn’t comment if I didn’t want to see you succeed.

*and personally I don’t see the point. You can do a lot of cool movement in space that you can’t do in atmo. But that’s just me.

@Justicar haha yeah the area is still in limbo, It was originally going to be in space, but I really liked the terrain being there, so I think I might end up having it in the air. Banking was something I wanted from the beginning but once I had a basic flying movement I decided to get everything else roughed out, then move into details, so hopefully banking will be achieved later on. And thanks, I really appreciate the support!

Bump! Update :smile:

How did you do your enemy AI. I am making a space flight sim and still need the enemy AI.