[pre-alpha] unknown space

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jjmafiae
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Posts: 1331
Joined: Tue Jul 24, 2012 8:22 am

[pre-alpha] unknown space

Post by jjmafiae »

this is an awsome game ive been working on for a couple of days now:

download:http://geggames.com/unknownSpace.love

features:
-button system
-random map generation
-anti over lap system (so the planets donst over lap each other)
-camera (move with arrow keys)
-zoom in and out with z/x (may cause problems if used)
-press lshift and it will show the of all the stars in your area

todo:
-make so you can explore a little bit of some planets (not suns and gas planets)
-sounds and music
-options/settings
-add black holes that absorb stars and planets (you will be able to disable this feature)
-inventory system

in progress:
-player system (gonna have 1-3 player support)
-entities (like talking satellites and aliens trapped in a space ship)
-more planets and stars

and much more

and now do you ask why show us a 14% finished game?
a: because i want more ideas and feedback :D!

goal: create a home version of space and universe(less realistic and effects) and awsome space battles
Last edited by jjmafiae on Tue May 28, 2013 4:00 pm, edited 8 times in total.
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MadByte
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Joined: Fri May 03, 2013 6:42 pm
Location: Braunschweig, Germany

Re: [pre-alpha] unknown space

Post by MadByte »

hey, good start. I guess you have to work on that prototype a bit more.
I found a couple of problems:

- If changing into options menu, you can't get back (same for ingame) - a simple "escape" key action would be great.
- The button collision isn't accurate, make sure you check collsion with the whole size of the box ( box.x -> box.w, box.y -> box.h )
+ also the buttons are very big. That does not look that good I think.
- Your map generation code seems to be pretty unefficient, much lag while scrolling.

I suggest you to work a bit more on that and post something if it looks as clean as possible ;)
jjmafiae
Party member
Posts: 1331
Joined: Tue Jul 24, 2012 8:22 am

Re: [pre-alpha] unknown space

Post by jjmafiae »

MadByte wrote:hey, good start. I guess you have to work on that prototype a bit more.
I found a couple of problems:

- If changing into options menu, you can't get back (same for ingame) - a simple "escape" key action would be great.
- The button collision isn't accurate, make sure you check collsion with the whole size of the box ( box.x -> box.w, box.y -> box.h )
+ also the buttons are very big. That does not look that good I think.
- Your map generation code seems to be pretty unefficient, much lag while scrolling.

I suggest you to work a bit more on that and post something if it looks as clean as possible ;)
thanks, but one thing i like pushing big buttons :(
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Davidobot
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Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
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Re: [pre-alpha] unknown space

Post by Davidobot »

In the version that you literally just posted I can't zoom in or out. It gives me an error with Delta Time. And otherwise- Awesome game so far! :awesome:
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
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