Spaceship Prototype: Weapons, missions, everything, nothing
Today there’s going to be a super long post, with no screenshots or preview. The reason for this is that while I was working on the Upgrade UI for the Spaceship Prototype, I got carried away with defining the weapons and how they were generated. AAAAAANNDDD… while working on that, I once again got carried away and started defining level types.
So in the end, I did a bit of UI, a bit weapons, and a bit of levels. But I didn’t do much of anything and I feel a bit bad about that :P
So, when the player finishes equipping his ship, he then moves on to the level selection: The further the player goes, the harder the missions will get. This goes hand in hand with ship upgrades: How the player equips his ship will affect which missions he decides to take on.
So far, I have come up with the following mission types:
These levels will test the player’s endurance, being longer than the others and presenting a high number of asteroids to dodge every time they come. Enemy presence is low however, so players won’t have to focus on them as much.
While Asteroid Fields present an endurance challenge, Comet Debris levels test the players’ reflexes, bombarding them with relentless waves of high velocity obstacles. Be sure to have a nimble ship if you expect to survive these levels. Enemy presence should be minimal or non-existent.
When travelling the dangerous, vast space, it is not uncommon to come across a pirate raiding party heading to their objective. Here, the player will be faced with hordes of enemies, so be sure to equip good weapons or high armor to take them on. If you manage to go through a pirate raid and make it victorious, you should see your balance greatly favored.
Pirate Controlled Sectors:
Space pirates always honor their most ancient tradition: To claim all for themselves, even if there is nothing to claim. Pirate Controlled Sectors are often of no particular interest, and nothing of interest usually happens. But expect to encounter some hostile patrols in these areas.
Highly dangerous, nebulae are brimming with electric storms, treating your sensors with an exquisite EM buffet. Expect little to no warning of incoming dangers when navigating these extremely dangerous sectors- and hope your sensors are still operational after leaving them.
So that’s it for today. I know I should be focusing on something to show, as well as updating the spaceship prototype, but defining the kind of levels was very much needed. I’m trying to fight the feature creep, but I don’t know how long I’ll last.
Aww, who am I kidding? I love screenshots (who doesn’t?) so I made this:
These screenshot features different levels of the Spread weapon upgrade. Okay, we are doing it again! (If you don’t know what I’m talking about, read ye olde weapon profile here: Weapons Hot!)
The Spreader (also known as the Vulcan) is a low cooldown, low accuracy gun. These are constructed with little regards to one’s safety (and others), pushing the limits when it comes to heat dispersion and mount stability.
Banned in most armies because of it’s tendency to friendly fire, the Spreader is the weapon of choice by madmen and destroyers alike. Enjoy the cacophony of sounds and the pretty lights when firing this piece of equipment. Don’t expect to hit your target tho.