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Slick Forums • View topic - StrafeFighter: concept space trader/2D shooter.

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PostPosted: Sat Apr 12, 2008 5:15 am 
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Came up with this concept a while ago and thought it would be a good test case for evaluating Slick. Basically the idea is a space trade/shooter on a vast scale. Travel will be sub-light inertial within solar-systems with jump gates between systems.

I am mostly looking for some feedback on the unique control system which is really the hook of the game. Basically the ship has two control modes: while holding down Shift the ship is in standard asteroid style (i.e keep drifting until you act to stop it) mode. Releasing Shift activates a computer control system that attempts to make the ship fly in a more user friendly manner (within the same physics simulation).

It may take a bit of getting used to but let me know what you think.




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PostPosted: Sat Apr 12, 2008 6:05 am 
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Neat system. :) I spin in 360s every once in a while, but otherwise it's pretty cool!


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PostPosted: Sat Apr 12, 2008 6:28 am 
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Looks pretty good, especially the little steering rockets that show how the ship is stabilizing. I was expecting to be pulled to and collide with the planets :P. The drifting seems a bit useless, but you could attach some game mechanic to it, for instance your ship disappears from enemy radar faster.


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PostPosted: Sat Apr 12, 2008 6:42 am 
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I was thinking about adding gravity for the planets but what I will probably end up doing is have you hover over a planet and press a button to land at which point I will animate the ship shrinking down into the atmosphere. From there you will access shops and stuff from menus.
The drifting mechanic will mostly be used for strafing attacks (hence the name). You will probably fly parallel to a big capital ship with lots of turrets pick up some speed hit shift and rotate towards the ship while drifting past it letting rip whilst avoiding turrets.


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PostPosted: Sat Apr 12, 2008 9:20 am 
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Looks great! I like the parallax scrolling and the two(?) layer nebula background :D

I definitely preferred the shift mode. But after a while accelerating didn't work anymore or only for fractions of seconds. Or is that just a problem drawing the thrust flames?

Anyway, keep going! Let's hear and look at your progress :wink:

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PostPosted: Sat Apr 12, 2008 10:37 am 
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There are actually 5 background layers (1 nebula and 4 star). I have capped the max speed because otherwise you will accelerate to the point were it will be impractical to stop within a short period of time, also the randomly generated background takes a while to render and would kill the frame rate once you started going to fast.


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PostPosted: Sat Apr 12, 2008 1:00 pm 
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The drift tactic reminds me of Tachyon: The Fringe. The tactic included a boost, which would temporarily give you a 125% - 175% speed boost, then you would hit the drift key and you would be going insanely fast across a map. The more advanced tactic for it was during combat. It had you use the first tactic, while strafing your target. So it was a repeated boost and drift over and over again. It was quite effective against capital ships, allowing you to focus your fire easier on the defensive turrets, and make a quick escape in case of missiles or just swarms of turret fire converging on you.


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PostPosted: Thu Apr 17, 2008 8:18 am 
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New release up:

-Added a radar so you don't get lost
-Something to shoot (ctrl)
-Something to shoot at (no collisions yet)
-Made a rough model of our solar system out to Jupiter (need to work on rings for Saturn)
-Added debris layer so you can tell how fast you are going
-Upped the top speed
-Tried out a nice blue nebula.


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PostPosted: Thu Apr 17, 2008 1:41 pm 
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PostPosted: Fri Apr 18, 2008 11:52 am 
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