This video demonstrates the working features of the game engine:
- Flying your ship (rotating/thrusting/braking).
- Dense nebula clouds.
- Picking/selecting other units (enemies, asteroids).
- Firing laser weapons.
- Firing enemy-seeking missiles.
- Weapon/ability cooldowns.
- Counter measure (ECM).
- Enemy AI.
- Mining asteroids.
- Scooping debris.
I forgot to show off collisions (you'll have to trust me; crashing into that big asteroid reduces you to scrap metal!). The game update loop runs at 50 ticks per second and the screen redraws at 60 FPS (VSync). The video may look a little choppy as I used my laptop to record and it sucked performance.
I'm still working on a couple of bugs with sector boundaries and ship-ship collision. I am changing a couple of features before a demo release:
- I'll be ditching the evasive ability "drive jump", as mentioned in the original To Do list (it'll be implemented later), as there are other things I'd rather have in a demo, such as...
- Add bounties for killing enemy ships.
- Balance loot from mining asteroids and destroying enemies (at the moment it's purely random).
- Implement the scanner and a full screen map.
- Display player health and shield bars.
- Show numerical amount of damage caused to units.
- Give ships registration numbers and allow toggling nameplates on/off.
- Display target information e.g. name, shield, health, level, friend status.
- Allow the use of a mining laser against enemy ships.
- Implement docking with space stations (after docking you won't be able to do anything, apart from undock, in the demo).
All that will be done before I even look at adding sound...