This week instead of talking just design I thought I would be nice to share some development ideas that I’ve been brewing for a while, and it has to do with distribution of the game. The obvious choice is steam, and probably the equivalent to the appstore on ubuntu(if that still exists and is flourishing), but a part of me wants to sell the game to all linux distributions and I can’t test that at all.
The obvious solution for me is to let the others port the game for free, and by game I mean the engine running all the game specific scripts and reading the game specific data as I plan to actually only sell the content, the game/engine running the content is open source. While I haven’t decided on a license, though I’m thinking LGPL, GPL or something close, it’s pretty early on in development, and nothing game like can be seen it is available over at github.
I though this is good time to talk and clarify a little about the game and blog title, and how misleading that title might be.
First and foremost the game is not set in space. The game might take place on different planets and you might travel from these places, but this is not part of the game.
Neither is hustling of any kind. You are a soldier/mercenary/technician for hire, you do your job and you get paid, so no hustling whatsoever.
I wanted to name the blog UARC as that is the working title of the crafts (Urban Assault Recon Craft) but that blog is already taken by the actual UARC (University Affiliated Research Center) and space hustler was a name early on that didn’t fit but stuck nonetheless.
But anyway, space hustler is a working title. What will the final game be named? I don’t know.
I never really liked the cockpit view of flying and driving games. It provies a sense of realism for sure, but I never believed it provided me with a view that I liked. Enter E3 2012 and the demonstration of the Oculus Rift. Together with a helicopter like transparent sphere like cockpit the cockpit view field of view that the rift provides and the slow speed of the craft it provide a sense of realism few games can match.
This solves the where you’re heading problem, but part of the game is also to avoid hitting walls. While things needs to be tested in game I have a few ideas, a system warning that emits audio when you are on a collision course with the environment, among others.
This week I’ve been thinking a lot about the different skirmish and mission types. The original lander basically had fetch an object and destroy missions. Hopper introduced “challenges” in the form of land without taking any damage and races, and while this could be expanded upon with acrobatical challenges(move through a narrow gap) and survival challenges (survive a meteor rain) I want to expand further in the mission and challenge/skirmish varieties.
As mouse and keyboard controls are more common now since the original lander was published and hacking in basic mouse support as a test in the WebGL I realised something. Controlling the craft isn’t as hard as I remembered. So adding a few enemy landers could be fun and all the standard shooting would apply such as deathmatch, capture the flag, king of the hill etc. This calls for more weapons than lander had (more on that in a later post) but I’ve been thinking about special mission types where there are intense dogfights but with a lander twist.
One twist that I’ve been entertaining is that the player pick up object with the tractorbeam, swing and then release at the enemy.
The other twist is a little more acrobatical, but the general idea is that only thing that can hurt the enemy is the flames from the major jet engine . While this might not be feasible it is an interesting dynamic that needs to be explored.