Vrtx. Prototype for Space exploration game
Posted: Wed Aug 15, 2012 12:19 pm
This is my little prototype of a game. Very bare bones for now
UPDATE: Been busy this last weeks so I haven't done much. (Ok, I admit it, I've been mostly playing other games :b) Changed the galaxy generator, press M toggle the galaxy map, press Tab to select a neighbor system to jump to, press F to instantaneously jump to it. Other controls remain the same.
Changed the way systems link between each another, there's no jumpgates anymore. Made a list of constellation names (cleverly stolen from wikipedia, shhh) for the galaxy generator to pick from.
Can anyone tell me how to do spoiler tags, please?
Old content follows:
I haven't gotten to document any of it because from my previous experiments I've learned that in the very early stages of development the code can change much faster than I'm comfortable with making a documentation for each change.
The game consist of your ship, set in space, for no reason or purpose at all. Fly with the standard WASD layout. The game generates a galaxy with 10 solar systems, all fully randomized. The 10 systems are connected in a row by red Jumpgates, pressing F will navigate you between them. Q and E will allow you to zoom in and out to view larger spaces, while the cyan line shows your direction at all times. Planets can be either small and solid (with few moons) or large and gaseous (with lots of moons). No noticeable difference for now other than the size. Pressing R will re-generate the current system you are in.
Hold your mouse on top of a solar body to view its orbit and its children's orbit
Have fun and share any ideas you come up with while testing this.
Oh! I almost forgot, press P to take a screenshot, stored in the "LOVE game data folder"/Vrtx/screenshots directory
Has anyone ever tried to compute random textures on runtime? I have this wild idea of creating textures for planets randomly...
UPDATE: Been busy this last weeks so I haven't done much. (Ok, I admit it, I've been mostly playing other games :b) Changed the galaxy generator, press M toggle the galaxy map, press Tab to select a neighbor system to jump to, press F to instantaneously jump to it. Other controls remain the same.
Changed the way systems link between each another, there's no jumpgates anymore. Made a list of constellation names (cleverly stolen from wikipedia, shhh) for the galaxy generator to pick from.
Can anyone tell me how to do spoiler tags, please?
Old content follows:
I haven't gotten to document any of it because from my previous experiments I've learned that in the very early stages of development the code can change much faster than I'm comfortable with making a documentation for each change.
The game consist of your ship, set in space, for no reason or purpose at all. Fly with the standard WASD layout. The game generates a galaxy with 10 solar systems, all fully randomized. The 10 systems are connected in a row by red Jumpgates, pressing F will navigate you between them. Q and E will allow you to zoom in and out to view larger spaces, while the cyan line shows your direction at all times. Planets can be either small and solid (with few moons) or large and gaseous (with lots of moons). No noticeable difference for now other than the size. Pressing R will re-generate the current system you are in.
Hold your mouse on top of a solar body to view its orbit and its children's orbit
Have fun and share any ideas you come up with while testing this.
Oh! I almost forgot, press P to take a screenshot, stored in the "LOVE game data folder"/Vrtx/screenshots directory
Has anyone ever tried to compute random textures on runtime? I have this wild idea of creating textures for planets randomly...