Space Game of some sort
Posted: Fri Jun 24, 2022 1:50 pm
I'm back. I've been away for a while. For anyone who doesn't know me, I made this website and have been effectively not making games for a long time. What I have been doing lately is writing a few novels, fantasy/sci-fi novels. I wrote four, one won't be released, two are released, and one more is going through beta reads before release. I need a break from that for a little bit, and after watching Yahtzee's Dev Diary series, I feel like trying my hand at hobby gamedev once again.
So, as per usual, I'm working on a space game. The reason is that space, in my estimation, is somewhat empty, so I don't have to create a lot of art. It's also full of things like planets and asteroids that are easy-ish to procedurally generate. As usual, I'm making my own engine from scratch. However, this time, I'm having a go at 3D. More like... 2.5D, but it's not 2D. This means I'm doing some modelling in Blender for space ships and stuff (hopefully not too hard to learn some bad modelling skills).
My idea is a top-down open-world space game. It's "open-world" but I've decided against procedurally generating a universe. I have a feeling that doing so will create a very boring universe of boring system after system, whereas I can manually make a well-crafted universe of some arbitrary number of star-systems, and make each system unique with some sort of interesting aspect. At least that's the idea. Things like radiation that messes with your ship, or a blackhole, or wormhole, or... I don't know... space things.
Part of the reason for this is to allow for a story. Much easier to do that in a crafted world rather than a randomly generated one.
Anyway, space will be laid out on a 2D plane. The player will be looking down on their spaceship and will fly around. I think for a lot of the time, i.e. when not in combat, the player will probably be using auto-pilot. Originally, I wanted a laid-back, relaxing game. So much so that I wanted to make combat differently than you'd expect. I wanted it to be more turn-based and strategic rather than twitch/reflex based, so I was thinking about using cards or something and deck building...
But that ends up with a game about deck building and playing cards. So I think I just need to make enough of the rest of the game interesting so that combat isn't needed.
I've decided on the top-down approach instead of the cockpit view... a lot of the reason is ease. Seems easier to handle things, modelling is probably easier. A big influence on this game is something like X3, and there's lots of other open-world space game with the 3D view. With a top-down view, I don't intend there to be any collision (except projectiles), so ships pass "through" each other, and all the planets and space stations are permanently underneath the player. This again makes things easier, but it also allows for the extra dimension of space, even though I'm in 2D. That's the plan anyway.
Aside from that, the player will mostly be taking delivery jobs, or buying and selling goods. There will be lots of different ships as well as upgrades etc to buy and equip. I think the story will evolve around a sort of economic war that's raging, and the player will take sides and do missions to progress one side or another.
Anyway, some screenshots of development.
The player ship for now in blender
A very early view of a crude planet texture and unfinished atmosphere shader with the ship above using an unfinished texture but showing off the specular lighting on the cockpit
So, as per usual, I'm working on a space game. The reason is that space, in my estimation, is somewhat empty, so I don't have to create a lot of art. It's also full of things like planets and asteroids that are easy-ish to procedurally generate. As usual, I'm making my own engine from scratch. However, this time, I'm having a go at 3D. More like... 2.5D, but it's not 2D. This means I'm doing some modelling in Blender for space ships and stuff (hopefully not too hard to learn some bad modelling skills).
My idea is a top-down open-world space game. It's "open-world" but I've decided against procedurally generating a universe. I have a feeling that doing so will create a very boring universe of boring system after system, whereas I can manually make a well-crafted universe of some arbitrary number of star-systems, and make each system unique with some sort of interesting aspect. At least that's the idea. Things like radiation that messes with your ship, or a blackhole, or wormhole, or... I don't know... space things.
Part of the reason for this is to allow for a story. Much easier to do that in a crafted world rather than a randomly generated one.
Anyway, space will be laid out on a 2D plane. The player will be looking down on their spaceship and will fly around. I think for a lot of the time, i.e. when not in combat, the player will probably be using auto-pilot. Originally, I wanted a laid-back, relaxing game. So much so that I wanted to make combat differently than you'd expect. I wanted it to be more turn-based and strategic rather than twitch/reflex based, so I was thinking about using cards or something and deck building...
But that ends up with a game about deck building and playing cards. So I think I just need to make enough of the rest of the game interesting so that combat isn't needed.
I've decided on the top-down approach instead of the cockpit view... a lot of the reason is ease. Seems easier to handle things, modelling is probably easier. A big influence on this game is something like X3, and there's lots of other open-world space game with the 3D view. With a top-down view, I don't intend there to be any collision (except projectiles), so ships pass "through" each other, and all the planets and space stations are permanently underneath the player. This again makes things easier, but it also allows for the extra dimension of space, even though I'm in 2D. That's the plan anyway.
Aside from that, the player will mostly be taking delivery jobs, or buying and selling goods. There will be lots of different ships as well as upgrades etc to buy and equip. I think the story will evolve around a sort of economic war that's raging, and the player will take sides and do missions to progress one side or another.
Anyway, some screenshots of development.
The player ship for now in blender
A very early view of a crude planet texture and unfinished atmosphere shader with the ship above using an unfinished texture but showing off the specular lighting on the cockpit