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SIDERIS

A topic by MIGIDI created 5 days ago Views: 158 Replies: 4
Viewing posts 1 to 6
(8 edits)

With this game, I intend to blend a classic pixel art aesthetic with modern game mechanics. What I want is to give the players the choice of ships that are better at some specific aspect, some ships are faster, others are more like a tank, others are more powerful, and so on, all of that without even mentioning the special abilities that each ship has which is honestly the most creative part of this game, IF YOU THINK THAT THE ONLY THING THAT THESE SHIPS ARE GOING TO DO IS SHOOTING YOU ARE SO WRONG.

SIDERIS by MIGIDI




(2 edits)

The hangar interface is being developed as the central hub for mission preparation. It serves as the primary terminal for evaluating the ship's specialties and which way you like to play most. Currently, there is only one selectable ship, but I'm about to start the part of the PRE-ALPHA that involves adding all the ships and levels one by one.


(2 edits)

Although one ship and one level are not enough, I know, I know, at least the loop of the game is complete; you can now enter the game because there is a start menu screen, die because there is a game over screen, play because there is a level scene, and now you can win and collect your scraps because there is a mission complete screen.


I hope you like this because it was a headache to keep a good balance between the cost of the upgrades, the scraps that an average player can collect from the current level, and the level that comes shortly, and the exponential increment of the prices per purchase, without making it impossible for a player to complete all upgrades in a short or long amount of time. And by the way, if you are wondering if the upgrades are going to be preserved even if I play from my browser, the answer is YES, THE BROWSER WILL CREATE A DATABASE FOR THE GLOBAL DATA THAT IS SAVED FROM THIS GAME.

(1 edit)

I noticed that the game could be won only by spamming the right-click button, and because I don't want my game to be so easy to beat, I'm implementing a thermal management system designed to balance the aggressive fire rates with some restraint.  Hitting the thermal ceiling triggers a total system lockout that requires the gauge to return to zero before the primary weapon can be re-engaged. To support this new mechanical depth, I integrated a new real-time HUD monitor with dedicated visual states for various heat levels, ensuring players have the clear feedback needed to dance on the edge of overheating while maneuvering through the now-refined, more intelligently positioned enemy formations.