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SIDERIS

A topic by MIGIDI created 3 days ago Views: 99 Replies: 3
Viewing posts 1 to 4
(5 edits)

With this project, I’m aiming to blend a classic pixel art aesthetic with modern gameplay mechanics. A big part of that vision is giving players a choice of vessels that act as a reflection of their own playstyle. Each ship features its own basic attacks and a unique power-up, making your choice much more than just a cosmetic one.

In this game, the ship you fly is an essential part of how you navigate and survive the stars.

SIDERIS by MIGIDI



What I Got I Until Now :

  • High-energy music integrated into the main menu and levels.
  • New 8-bit fireball and explosion effects for ships and projectiles.
  • A new automated system to recognize all contributors.
  • Enemy thrusters now react to real-time physics, shifting through six states to match their speed and power.
  • Established a formal health and damage system for more precise hit-box interactions.
  • Integrated a real-time health monitor and a progress bar that tracks remaining enemies.
  • The level-completion tracking and Quit functionality are now fully operational.
  • Integrated dedicated screens with a custom blur shader for a smoother transition between action and menus.
  • Asteroids now correctly deal impact damage, and enemies have received a balance pass on their healing projectiles.
  • Cleaned up the project architecture by centralizing UI logic, making the game more stable and easier to expand.
  • Added a visual cooldown system for power-ups using smooth tween animations so you can better manage your survival.
  • Updated level selection buttons with reactive hover and press states to enhance the "feel" of the interface.
  • Successfully migrated hardcoded variables and @export settings into modular .tres resources, ensuring a clean separation between logic and data.
  • Refactored the enemy activation system with a "ghost cleanup" mechanism and dynamic spawning limits, providing a fairer challenge that scales as you play.
  • The level progress bar now dynamically tracks total enemy encounters, giving you a real-time look at how close you are to completing your mission.
  • Resolved several critical inheritance and resource loading errors (including .tscn parse issues and texture dependencies) to ensure the prototype runs reliably across all environments.
  • Centralized all scene transitions into a unified navigation resource, improving the stability of menu interactions and level loading.
  • Implemented a new live-tracking system for mission metrics, including dynamic play-time formatting and nanite collection.
  • Developed a dual-stage registration system that tracks every shot and hit, providing accurate performance feedback with clean, rounded percentages.
  • Refactored the end-game sequence to automatically pull stats from the current level, ensuring a seamless transition from gameplay to results.
  • Centralized Level-to-Player communication using group-based node discovery, making it effortless to add new levels and ships in the future.
  • I’ve replaced the old way the game remembered things with a much more reliable "Memory Bank." This means your progress and currency are now permanently stored on your device, so they’ll be waiting for you every time you come back to play. (Note: while this isn't important right now, it'll be useful for future upgrades for each ship.)
  • "Nanites" are out and "Scraps" are in! I've renamed the game's main currency to better fit the vibe of scavenging parts in deep space.
  • I’ve added brand-new screens for picking your ship (I'm still working on this; it is not functional yet).
  • You can now unleash a powerful special attack with Right Click.
  • A new HUD overlay tracks your special attack; landing hits with your normal shots actually speeds up the recharge! 
  • High-energy music now loops perfectly in the main menu and during levels so the action never stops.  Smarter
  • Improved movement and animation logic for enemy fleets and healing units. 
  • Collect Scraps from fallen enemies to fuel your journey. 
  • The progress bar and HUD have been updated for better clarity during intense dogfights.
(1 edit)

The hangar interface is being developed as the central hub for mission preparation. It serves as the primary terminal for evaluating different vessels and managing your resources. Only one ship is selectable now, but I'm working on it.


The mission success screen has been implemented to provide a comprehensive breakdown of pilot performance. This interface serves as the final data terminal after a deployment, calculating salvaged Scraps, clear times, and accuracy ratings, it'll soon calculate your rank but I'm still working on the algorithm for that.