go look on my twitter if you want updates
https://twitter.com/corolla_johnson/status/1480253795086962689
i'm not actively working on it because of RL problems but you can look if you want
go look on my twitter if you want updates
https://twitter.com/corolla_johnson/status/1480253795086962689
i'm not actively working on it because of RL problems but you can look if you want
What the hell, that control scheme. There's no reason not to just use the arrow keys here and leverage existing muscle memory for most players.
I almost never play any rhythm games but the difficulty seems excessive. Never found the time to look at your bunny waifu. It might be better if the idol camera took up the entire screen and the cues were laid on top of it.
Waifu aside, this seems like a real game that could've been made during the era you're going for and included on a 1000 game compilation cartridge. This can be a compliment if you want it to be. In that capacity it already stands on its own, although an extra enemy or some equivalent to the Pacman fruit wouldn't go amiss. I like the hunter's AI.
Technically no, but I'm busy with college for the moment and real progress won't occur until next summer. Here's the latest webm:
https://webmshare.com/play/zWgew
There's certainly more to it now, but it's never been ready for release as anything more than a tech demo. I want it to reach a stage where it's actually enjoyable before I put up a new demo.
Thanks for your interest. A big update is in active development; it'll be the first 'game-like' build instead of being a tech demo. As such, you should expect to see a survival-style game mode with rudimentary menus for control mapping and graphics.
As of last week, the functionality for stealing stuff from NPC ships is more-or-less ready. Currently, I'm developing a formation-based NPC AI that will form the backbone of space combat. Instead of coming at the player in masses or waves, they'll exercise caution and force coordination commensurate with a threat like the monstrous General Purpose Machine.
Also in the works is a "toy" astrophysics implementation that seamlessly integrates realistic phenomena like moving planets and Hohmann Transfer-esque maneuvers with 'arcade'-style flight physics. Don't expect it to see it in the next build, but it's a thing that's happening eventually.
As for resource mining, there are plans to add a heavy 'kernel' to asteroids that make them impractical to use as armor, but which yield raw materials if destroyed. It's certainly not intended to be a main method of progression; "ratting" and wanton piracy are more the game's style.
Whatever the case, there'll be a new demo on September 8th or 9th with everything developed up to that point. See you then!