Hello. So for a brief intro, I have very little programming experience, and am only a hobbyist. I don’t expect to ever release anything (who knows where life goes, but) or anything like that, mainly just for fun and to learn. I’ve found however I’ve been lacking a bit of motivation - I know that sounds silly, lacking motivation for a hobby I like, but I think a part of it is how solitary it is. I enjoy working in groups (generally) and that helps me be accountable. Anyway, I’m not skilled enough to work on an actual team, but why not document my work here? I might get info on how to do things better or something like that, while taking care of the social/accountability aspect in the process.
Anyway, on to my actual game. What’s implemented so far: https://www.youtube.com/watch?v=Z_JWqCHG2-E&
Space flight controls - Forward and reverse thrust with different speed limits, mouse aiming, faster pitch rate than yaw (and faster pitch when rolling up) for a skill-based flight system. Numbers still need to be tweaked but the framework is there.
Procedural Asteroids - can control min/max amount of asteroids easily in the editor, max size, min size, etc. To do: Add higher resolution texture (right now it’s increasing the size of the rock model, and applying a metal texture to it. For some reason the m_rock texture fails to load when the editor starts… not sure what the deal is with that, but either way I bet I can find a nice higher res free metal texture that will look much less blurry. I can worry about that after more gameplay though: materials is an area I need time to get into and learn)
Battlestar Galactica style Flak Fields - It just looks cool. I don’t know why space media always seems to use laser weaponry, when craptons of metal flying everywhere looks so awesome. Need to fix minor bug with potential for field to exist forever if you fire another one at another time (although flak fields won’t be a weapon for a fighter, I will need to add machine guns as well. For now it’s to test, but bug needs to be fixed regardless)
Short term goals:
Importing assets from some of the various example maps. I’ve struggled a bit with how to import some stuff, doesn’t seem to be copy and paste like I’d hope.
Develop test spaceship map and implement switching between the spaceship and FPS on board a ship
Add 6DoF - ability to strafe. If I get that in before next month, my game will have better controls than Arena Commander! (I couldn’t resist the cheap shot ;))
Add turrets - watched a video on this, doesn’t seem too difficult to add turrets that track and fire.
Add collision to ship, asteroids, add health, death states.
Periodically work on levels and level assets as the mood strikes me (thinks like ships, interiors, weapons, doodads and so on)
Long term goals:
Implement all of the above in a prototype map that allows you to fly around a combat zone between two fleets, wherin you dodge turrets and defences to crash into a ship (use this opportunity to create a cinematic and learn the cinematic creation feature) and after the cinematic you will be playing an FPS game inside the ship.
Create metagame to select levels - “lore” is two factions of pirates and space cops. Meta game will allow you to, as a pirate, select different missions that give resources you steal (attack mining station? Minerals to build ships. Attack transport? Get credits). Implement system where harder missions require you to have a fleet, which you build with acquired materials. Longer term, split into two factions aesthetically, explain the police faction gets a percentage for what they defend, etc. Add attack and defend missions for both sides - attack pirate base (defend if pirate), attack space station (defend if cops). Eventually, split this into multiplayer with the metagame of finding transports/stations etc working as the lobby/match finder - but i don’t want to fall into the trap of getting ahead of myself. It’s fun to think about, though.
If I make it to this point, start improving significantly the art assets. See if maybe i can find an interested modeller or artist with my prototype.