Casual game fans turn back now. ;)
I've been working on this game for some time now and maybe it's time to show it here. It's a top-down 2D-space melee with 3D graphics, like a Star Control/Asteroids/Spacewar clone in a hardcore multiplayer setting. What makes it very much non-casual, is realistic physics modeling. It's quite tricky to master, but very much fun after the learning stage.
I've implemented AI assisted mouse control in the game a few weeks ago to make it a bit easier. Now all I need is some fresh victi.. I mean volunteers to test it. The mouse cursor thingy is just something temporary, ignore it being poorly visible. Uh.. I'll work on it later.
Mouse controls:
-place mouse cursor to the direction you want your ship to point at and AI will control the rotating thrusters the best it can
-left mouse button to burn main thrusters
-right mouse button to burn reverse thrusters (on ships which have them)
Generic keys:
-Esc to exit current game/screen
-When you are dead and waiting for respawn, pressing space switches the view to next AI player
-Holding down Tab in-game shows the current scores.
The other controls are user definable and are stored as scancodes in the ini file. Settings screen to change them more easily will be implemented later.
Requirements:
Windows (it's Blitz3D)
Relatively fast CPU, like P4, not sure... It's very CPU intensive, especially with a lot of AI players.
Decent graphics card. It runs on laptop integrated graphics, but not so smoothly
Basic understanding of Newtonian physics as inertia plays a huge role in controlling the ship
If you don't understand what to do or what all the weapons do, watch the demo and see AI play. To learn the basics of movement without AI players poking around, play 'milk run'.
There are a lot of features under the hood, supported by the engine but not implemented in UI. So don't judge the game like it's ready.
I've been working on the engine so hard that I've become totally blind to all the playability/usability issues the game has. So help me, please.
Download(2,7 MB)
Screenshots:
I've been working on this game for some time now and maybe it's time to show it here. It's a top-down 2D-space melee with 3D graphics, like a Star Control/Asteroids/Spacewar clone in a hardcore multiplayer setting. What makes it very much non-casual, is realistic physics modeling. It's quite tricky to master, but very much fun after the learning stage.
I've implemented AI assisted mouse control in the game a few weeks ago to make it a bit easier. Now all I need is some fresh victi.. I mean volunteers to test it. The mouse cursor thingy is just something temporary, ignore it being poorly visible. Uh.. I'll work on it later.
Mouse controls:
-place mouse cursor to the direction you want your ship to point at and AI will control the rotating thrusters the best it can
-left mouse button to burn main thrusters
-right mouse button to burn reverse thrusters (on ships which have them)
Generic keys:
-Esc to exit current game/screen
-When you are dead and waiting for respawn, pressing space switches the view to next AI player
-Holding down Tab in-game shows the current scores.
The other controls are user definable and are stored as scancodes in the ini file. Settings screen to change them more easily will be implemented later.
Requirements:
Windows (it's Blitz3D)
Relatively fast CPU, like P4, not sure... It's very CPU intensive, especially with a lot of AI players.
Decent graphics card. It runs on laptop integrated graphics, but not so smoothly
Basic understanding of Newtonian physics as inertia plays a huge role in controlling the ship
If you don't understand what to do or what all the weapons do, watch the demo and see AI play. To learn the basics of movement without AI players poking around, play 'milk run'.
There are a lot of features under the hood, supported by the engine but not implemented in UI. So don't judge the game like it's ready.
I've been working on the engine so hard that I've become totally blind to all the playability/usability issues the game has. So help me, please.
Download(2,7 MB)
Screenshots: