Half-time Report

Almost 24 hours in and I am doing good on the visual side of things, but the game logic is still very much incomplete, but several basic functions are working, like fuel consumption and distance to target, which are both affected by the player’s speed. Also have a bit of random generation for asteroids in the foreground (including random movement speed & rotation speed) and planets + stars in the background.

I got a full 8 and a half hours of sleep last night, but tonight I may try to get less so I can cram more code in over the next 25 hours. I need to create a simple system for choosing jobs (riskier cargo will be more profitable to haul, but could get you in trouble with the law) and handling job completion. Current idea involves a simple “playerDocked” boolean that will start out “true” which prevents the player from moving or using fuel. Once a job is selected from a menu, the player’s ship will be released from the docking pad and can be controlled. Overall gameplay style I’m aiming for is a cargo transporting game where the player cannot fire weapons directly, but can deploy drones or possibly hire mercenaries who can fire weapons (in case of pirate ambush, which will not be main focus of the game, but will certainly happen).

Working title:  “Bald Faced Space Truckers”

 

Screenshots:

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