This blog is me talking about my stuff, what I do and from time to time, in order to improve the state of the internet and promote better content and google hits for other people, I will also post solutions to various other problems I’ve found.
Development on the game engine has been slow this past week so this week I’ve been thinking about the background music for the game. I don’t know the actual graphical style of the game just yet but I think I narrowed down the musical style to either some slow form of swing/jazz like this:
This week instead of talking just design I thought I would be nice to share some development ideas that I’ve been brewing for a while, and it has to do with distribution of the game. The obvious choice is steam, and probably the equivalent to the appstore on ubuntu(if that still exists and is flourishing), but a part of me wants to sell the game to all linux distributions and I can’t test that at all.
I though this is good time to talk and clarify a little about the game and blog title, and how misleading that title might be.
First and foremost the game is not set in space. The game might take place on different planets and you might travel from these places, but this is not part of the game.
Neither is hustling of any kind. You are a soldier/mercenary/technician for hire, you do your job and you get paid, so no hustling whatsoever.
I never really liked the cockpit view of flying and driving games. It provies a sense of realism for sure, but I never believed it provided me with a view that I liked. Enter E3 2012 and the demonstration of the Oculus Rift. Together with a helicopter like transparent sphere like cockpit the cockpit view field of view that the rift provides and the slow speed of the craft it provide a sense of realism few games can match.
the oculus rift
This week I’ve been thinking a lot about the different skirmish and mission types. The original lander basically had fetch an object and destroy missions. Hopper introduced “challenges” in the form of land without taking any damage and races, and while this could be expanded upon with acrobatical challenges(move through a narrow gap) and survival challenges (survive a meteor rain) I want to expand further in the mission and challenge/skirmish varieties.
Since I started working on Space Hustler I’ve been thinking about what art style the game should have. The original lander had a sci-fi style and while that will work there are a lot of sci fi games and sci fi shooters especially are a dime a dozen. Partly because of this I’ve been thinking about designin a little bit different.
One idea I’ve been tossing around is the World War 2 with jet engines.
I attended the nordic game indie night , and got to play flowstorm (that did
a kickstarter ) and
realized 2 things: It’t a really hard game and that it’s also a lander-like 2d game.
Check it out if you haven’t already.
So I decided that I need to make a bigger game, a game that I can work on for a
few months at least and not get bored. I shouldn’t have any complicated animations
and should be “easy” to make. A basic renderer on the top of a physics simulation
won’t be that complicated and could be fun.
I thought about remaking a previous game of mine, lolball, but all the design I
could come up with was way to complicated for what I had imagined. All hope seemed
to be lost and my motivation for creating something was low.
I’ve posted my first entry, let’s go cave exploring, earlier in this blog.
My second entry for the “Explore” theme was “Xplorer – the game” a kinda unfinished
2-player game that ends when everything is explored