- Project Starfury
- 17 Jun 2019 04:58:40 pm
- Last edited by Iambian on 25 Jun 2019 08:13:18 pm; edited 1 time in total
Intergalactic Space Taxi Starfury GO!
This project was supposed to be my CC22 entry, but that never really panned out and probably wasn't going to no matter how and when I would do it. The main idea was to fly a fully customizable ship on missions around the galaxy, shooting the bad guys and maybe getting stuff from point A to point B. I planed for the playable portion of the game to be a side-scrolling shoot-'em-up, with each stage being a spot on the galaxy / local star map that you pick from. I wasn't sure about any sort of story but figured that if I threw enough up, it would be fine. Progression is item-based: The more advanced stages give better stuff and being able to beat those stages satisfactorily should require better gear.
So far, I got down most of the editing features. A little more work needs to be done to allow ship "blueprints" to be saved to and loaded from file, but that depends on a menu from which to choose from. Which hasn't already been made yet since I intend that menu to be the ship selection screen as well. Which is supposed to be fully graphical.
Much more work remains to be done before I can announce my total failure to make any additional progress, it seems
Animated screenshot of the ship editor, showing that pieces can be moved and recolored
Yeah, I'm aware that the right bar is a little bugged. That has since been fixed. And yes, the editor will let you overprovision your ship. It shouldn't let you save the blueprint, though. Also, the only reason why I posted this topic now was because I threw in the spinning preview on a lark, as I was already using the rotate sprite routine to draw a shrunken sprite without needing to buffer it someplace else first... and thought that it looked real cool.
EDIT: Moved screenshot to link to avoid tanking aging computer systems (like my oldpotato laptop). Most of the features demonstrated in that screenshot can be found in the screenshot in this post.
This project was supposed to be my CC22 entry, but that never really panned out and probably wasn't going to no matter how and when I would do it. The main idea was to fly a fully customizable ship on missions around the galaxy, shooting the bad guys and maybe getting stuff from point A to point B. I planed for the playable portion of the game to be a side-scrolling shoot-'em-up, with each stage being a spot on the galaxy / local star map that you pick from. I wasn't sure about any sort of story but figured that if I threw enough up, it would be fine. Progression is item-based: The more advanced stages give better stuff and being able to beat those stages satisfactorily should require better gear.
So far, I got down most of the editing features. A little more work needs to be done to allow ship "blueprints" to be saved to and loaded from file, but that depends on a menu from which to choose from. Which hasn't already been made yet since I intend that menu to be the ship selection screen as well. Which is supposed to be fully graphical.
Much more work remains to be done before I can announce my total failure to make any additional progress, it seems
Animated screenshot of the ship editor, showing that pieces can be moved and recolored
Yeah, I'm aware that the right bar is a little bugged. That has since been fixed. And yes, the editor will let you overprovision your ship. It shouldn't let you save the blueprint, though. Also, the only reason why I posted this topic now was because I threw in the spinning preview on a lark, as I was already using the rotate sprite routine to draw a shrunken sprite without needing to buffer it someplace else first... and thought that it looked real cool.
EDIT: Moved screenshot to link to avoid tanking aging computer systems (like my old