Posts Tagged ‘space’
Save The Cores
For this Mini LD, I thought I would do something I have never done before, and use Flash. I only have a few weeks experience with Flash, which most would say is not enough to just dive and and roll with. While this may be the case for most, I have made more with less before.
So, my game, right. Since the theme for this Mini LD is the destruction of earth, I immediately thought of space for some reason… Although the story isn’t exactly clear for this game yet, you have been chosen to be the hero responsible for saving planet earth. In order to save the planet, you have to travel around a spaceship and collect cores. Hence, Save The Cores.
I was only able to put in about two hours today, but I should be working most of tomorrow.
I have semi-smooth x-y movement working, haven’t gotten collision up yet, but I have a good prototype for collection of cores.
Next would be collisions, then story, then fleshing out the level a bit, maybe some music in there somewhere, I hope this turns out well!
Game as it is now.
Now to get some sleep. (T_T)

Find Utopia in my Jam entry, A Space Opera
Hey guys, this Jam was a blast and I hope you guys had as much fun as I did. It got kind of frantic near the end because we decided to totally switch development platforms and games about halfway through. Then my friend was busy so I took over. We managed to pull through with I think pretty good results. Our game is called A Space Opera, it’s a space action/survival game with some RPG elements. You pilot a tiny ship exploring uncharted space and fighting off aliens and space pirates in search for a Utopia like world that humanity can move to.
First details to “Once I Found Love”
Although I don’t have the time to work on the game for the whole 48 hours, I decided to join LD this time again.
I decided to go with a very minimalist space game, which is very focused in the things you can do (fly and collect stuff), but still has a feeling of vastness, as the space in the game is huge (200000 x 200000 pixels).
You are an astronaut searching for your partner, which flew into space and left you behind. You decided to go after your partner to bring him back and thus the adventure begins…
Here’s a first screenshot showing a very small planet near a blue sun. There are speakers on some planets giving you missions or information.
I hope I will be able to integrate the story I came up with. Right now I only have the physics up and running and some graphics.
Best luck to every developer joining Ludum Dare!
Kinta
Hello everyone! I am here today to share with you a game that was born here, in the Ludum Dare, as a warmup game, and now I completed it as a fully playable game with everything a real game needs; Achievements, story, infinite mode, unlockable weapons, highscores, etcetera, etcetera!
The original game, formerly ‘Earth Defenders’ was a crappy minigame I made as a warmup for my first Ludum Dare, under an interesting mechanic: A 360º Space invaders twisted clone. at the moment with my little game design skills and motivation it ended up being fun, but not fun nough, and definately not as pleasant!
So, three months ago and three years after that initial minigame I decided to completely remake it from scratch, I dumped every bit of that old minigame and started writing this new, enhanced version of it, with High definition graphics, a touch-screen friendly interface, and cross-platform. The result was Earth Defenders HD, and it is now complete
You can obviously play it on Google Play for free here:
Enjoy it and dont forget to share it with your friends, thanks everyone!
Woot: 8 hour ludum dare!
Due to being away and stuff I was highly limited in my actual working time. I only found out the theme 7 hours after it had been annouced, and didn’t have time to work on it. BUT I STILL MADE AN AWESOME GAME!!
PLUS GOATS!!
My only regret is not including enough exclamation marks in the title.
The basic premise is to rebound lasers from other ships in order to get massive combos
Cool things about this game:
- I used as3sfxr and generated the sound in-game for the first time.
- I used box2d for the reflection angles, making this the first game I’ve used box2d in.
- This is the first game I’ve used a restricted colour palette for, and the graphics went well.
- Didn’t use any silly flash engines like flash punk because I’m cool like that.
- GOATS
Ship and World
Here is the ship in the Shiva 3D engine:
it’s an old free ship by www.psionic3d.co.uk I have converted to fit in this LD25:
And here it is, the game running
this game is just now in Blackberry appworld waiting for review, meanwhile, I’ll try to improve it
Aliens Drive Automobiles Poorly To Survive?!
Sunday, August 26th, 2012 2:40 pmHey, fellow Ludum Dare contestants. This is my second Ludum Dare (previously entering Ludum Dare 22), and I bring to you something that I find quite… fun.
Behold, ALIENS DRIVE AUTOMOBILES POORLY TO SURVIVE!
Or you can call it A.D.A.P.T.S for short.

WHY ARE YOU READING THIS? CLICK HERE TO PLAY THE GOD DAMN GAME NOW!
The game involves you, a member of a newly evolved space civilisation, flying out to space for the first time. You don’t know what you’ll be up against, but like in the real world, you have to adapt to survive.
Conquer other species by destroying their spacecraft. Take their parts and gradually make your spaceship the best there can be. Will you choose a part with more health or a faster firing rate? How about a part with a bigger maximum speed or acceleration? It’s up to you how you play. All you have to do is adapt to survive.
Survival of the fittest, eh?
Nik Sudan
Fake Atmosphere
(This is a cross-post from my post-compo devlog.)
I’ve been playing around with different ways to fake the atmosphere of a planet in a 2D canvas context.
That’s interactive, by the way, so mess around with it (Chrome/Chromium is recommended!). Clicking on/around the planet changes the “angle” of light. You can get some pretty nifty looking results. I made this to determine what were reasonable parameter-ranges to use to generate plausible-looking planets.
The way I get the sort of “volumetric” look for the atmosphere is really simple: I just stack many semi-opaque layers of the same gradient-filled-circle over the planet, each one having a radius slightly bigger than the previous.
I actually threw this together using with a JSFiddle which you can view/hack here.
Of course, I still need to figure out how to combine this with a surface/cloud texture (procedurally generated or otherwise…).
Space Drugs: Isn’t Deep Space “High” Enough Already?
(This is a cross-post from my post-compo devlog.)
“High”, as in altitude. Again, no apologies.
If you’re old enough to have been a highschooler before the average cell phone had an app store, then this probably looks familiar:

That of course is a depiction of the ubiquitous TI-82/3+ game “Drug Wars”.
It was a simple and extremely … er … addictive game. Buy low, sell high, don’t get caught, and don’t get robbed on the way to the suburbs to drop your stash of cocaine.
Now, as it turns out, this was inspired by a DOS game from the early 80s. Of course, there have been many variations, but I’m willing to bet that the one for the TI-83 has been played by more highschoolers of my generation than any of the “modernized” versions (/me wrinkles his nose at ‘mafia wars’).
Frontier: Elite II, a game from 1993, introduced black market goods to the space-trading from the first game. Whether it was influenced by DOS Drugwars is a mystery to me, but I know it was at least as fun to be a dealer in space as it was to be when I should have been memorizing trig equations (okay, it was definitely more fun — lasers).
So, of course, I had to include black market goods in μniverse.
There is only one illegal good so far in the pre-alpha: generic narcotics. I may add other goods that have special properties, such as firearms, nuclear waste, non-compliant computer hardware, unidentified alien technology… it’s easy to come up with ideas. But for now, just droogs.

Currently, the only penalty for transporting illegal goods — as seen above — is for the goods to be “confiscated” by the ITG (Intergalactic Trade Guard).
I should note that so far, there are two kinds of space stations you can encounter: ITG stations (below, left) and what I’m calling “Pirate” stations (below, right), which are not “protected” by the ITG.

(non-final artwork)
Every time you enter an ITG station, there’s a chance your ship will be searched. Pirate stations, however, are “safe”. Thus, it should go without saying that prices for illegal goods at ITG stations are significantly higher than they generally are at Pirate stations.
To make things more interesting, I intend to introduce a “Smuggler” crewmember, whose presence aboard your ship will reduce the likelyhood or rate of discovery of illegal goods and later, fugitive passengers — a topic I’ll be discussing in a future post.
HUD you guess?
(This is a cross-post from my post-compo devlog.)
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”.
Planet Concept #1
(This is a cross-post from my devlog on tumblr.)

This is a concept image for a procedurally-generated gas-giant-like planet in the game.
Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.
Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.
Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.
That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.”/>
This is a concept image for a procedurally-generated gas-giant-like planet in the game. You probably see this dude over on the left right now, too, but I wanted to talk briefly about it.
Right now, planets are rendered as a single circle filled with a radial gradient that is offset from its center. This is pretty effective for giving the illusion of a sphere, but it’s a boring non-textured sphere.
Currently what I’d need to add to the game would be an extra layer or two of inverted radial gradients for “atmosphere effects” (the blue lighting) and an overlay texture that is either canned or also procedurally-generated. When I figure out how to do this I’ll make a technical post explaining my technique.
Oh and yeah, I realize that the lighting is unrealistic — gas giants have clouds that align perpendicular to their axis of rotation, which corresponds to their axis of orbit around their star. Unless the axis of the planet got thrown off bigtime — which does occasionally happen with planets like Uranus — it doesn’t really make sense. Our camera would have to have been rotated, too.
That reminds me; while I wont be going to great lengths to make the game universe realistic, I’ll try to keep them somewhat-correct. More on that later.




























