Designed and created to demonstrate my coding and artistic flexibilities for various platforms.
In homage to a classic.
“ Where the hell am I? Everything look so different...”
Of all the space games created, the most realistic space flight handling and mechanics is "Asteroid", other games have the ship behave like airplanes; why are they banking to turn and swooping like they are on Earth?
In homage to this classic, is my version. The spacecraft will behave as though dealing with inertia and momentum in the vacuum of space, the thrusters will make manuevers that any airplanes can not perform. Though some concessions were made for fun, afterall this is not meant to be a space simulator.
The storyline for the game is simple, a ship returning from patrol encounters a space anomaly and is Trapped in Space!...okay.
Above is the original great classic game.
The new version is in 3D but will maintain the original feel.
Revamping a flat original to a full ship...
The original was a 2D triangle, so the new ship is totally open for interpretation. Just brainstormed some ideas, made several concept sketches of what the player's ship could be and eventually decided on a 3D version.
The final concept was more inline with the original shape; it just seem appropriate, almost iconic, when dealing with space rocks. To aid in such destruction, a big cannon is part of this ship. Also to make it seem more rugged, I had the top part of the ship reminiscent of an "armadillo".
I wanted an organic look and realistic esthetics, not too techno nor sterile.
So with the final concept in hand...ready, to bring it into the third dimension.
The structure has a polycount about 3600. Decided for the quick action involved in the game, that a frugal amount is warranted. The enhanced detail appearance is achieved by a high detail texture normal mapping.
The first map created was rather "clean" looking, which wasn't in tune with the premise of the story. Some ship controls were purposedly disabled in this level with the excuse it was due to damage.
Beside, the scarred and dirty look is fun and shows character.
Limits to flight.
“ DAMN! Massive damage, under repair...not all ship's controls are available. No shields... ”
As a spacecraft, the movement are liberating in all axis and the extra genre specific features, shields and "jumping" to another area, makes the situation a bit overwhelming. Though the code for these functions are in place, most are disabled in this level.
A couple of reason why it was decided to limit the controls and features. One is the initial control complexity may discourage some people. Each function may be phased in, on other levels (non-Demo), as part of the on-going story. Another reason, since this is a third person (chase plane view) fast pace game, the sudden visual disorientaion may induce dizziness for the player. But the main reason, the fully implemented features makes it too easy.
May introduce each of the above functions in later themed levels, incorporating them slowly to the player's skillset. So they will not be a total shock.
The basic commands available to destroy asteroids and the occasional alien encounters.
By the way, if the player's ship collides with anything, it's GAME OVER. Part of the challenge...no magic fix pack in space.