Posts Tagged ‘space game’
Space is so hot right now. I recently purchased a NASA shirt from Target, the movie Gravity came out, I was playing through Strike Suit Zero and Lady Gaga is talking about performing in space. All of this inspired me to compose a few tracks with Space in mind.
The album is a single continuous song with a slow, atmospheric start that transitions into tension filled tracks and others with driving beats. All of the music is free to use in your games with attribution. And if you do use a song: message me (@franklinwebber); I would love to see your work.
During the long car rides, to see relatives, I drew 32×32 images to accompany each of the tracks. It was great fun. My first foray into the world of pixel art.
Yes, there will be puns. I apologize for nothing.
The most recent addition to the game was the heads-up-display for your ship in flight mode. It’s a subtle addition but it’s the sort of thing that makes it feel like, yanno, a game. I’m happy to say that it doesn’t act as a big distraction or take away from any “immersiveness” that the game might (accidentally) already have.
Right now, the only info the player needs to see are their shield levels. The way I chose to display this was an unassuming, white vertical bar. When you take damage, the bar shrinks accordingly. The important bit is that it does so in an animated fashion — any time the bar is shrinking, the ‘S’ (label for ‘shields’) shakes proportional to the amount the bar is moving.
Once your shields are below a critical threshold, the bar turns red, and the ‘S’ continues to shake along with the bar until your shields are repaired. I usually hate UI-nags but I make an exception for imminent death.
What isn’t pictured is that the camera also shakes whenever you take damage. The reason for this is two-fold: 1) This helps indicate that you took damage, but it also 2) can disorient you, much like it would happen if you were at the controls and a burst of plasma breaches your hull.
Along the same line, I’m considering having your craft be propelled by the shots as well, but I’m afraid that might be too jarring for the average player. Maybe in a sort of “expert mode”.
Ludum Dare 23 is over and my game has been submitted. It was a crazy 3 days of … crazy, and the most fun I’ve ever had making a game.
However, I wasn’t really done with my game. I had something playable, but I felt like I could actually make a feature-complete space-exploration game out of it.
So I decided to continue working on it.
Thus begins the devlog of the “final” version of μniverse.
If you’re here, I’ll assume you have already played the pre-alpha or Game-Jam version of the game and are familiar with what it is. If not, or if you want a refresher, check out the About the Game page to get a run-down of what μniverse is and will hopefully become.
Unfortunately, right now I’m in the process of cleaning up and organizing the codebase (one giant CoffeeScript file), so I won’t have much exciting stuff to report until I’m happy with that, but in the meantime, if you think this might be a game that catches your fancy, you should +follow me here on tumblr, or twitter, or github.
Look out, here you have the third and final prototype of the game,
you can see in the video, it contains procedural sounds and the selected char can “collect” other characters in the same “road” line that ends up in the house of the planet.
Here, i start drawing the current level of the house, so you can know it
In the next video I’ll show you the full version of the game
The second game prototype, in this moment i was thinking in several world with multitouch support, but i consider it is more fun to have more minigames, transitions and more action, so i set #houses later, but first take a look at the video:
At this point all the graphics are done, some procedural graphics were done after and then i added the second minigame.