Messing around today with player movement vs. ship movement. I tried making Player movement in spurts, while ship movement is a consistent stream of force propelling it. That way, it’d be really annoying to cover large distances just as a Naut so there is greater incentive to use your badass ship. I also tried using the grappling hook as an anchor and it totally worked. It’s still imperfect (and ugly) at this point, but it’s a definite start. I quit my serving job so more to come in the weeks ahead.
We’re beginning our foray into the wide and verdant world of HUDs. You can see here the first prototype overlay, and the second, which is a little more refined. We’re going to have a graphical representation of the blocks the player is going to be placing, instead of the current method which is just text-based.
Pilot episode for Send More Podcast! We will use this podcast series to talk about Drift development, game development and the life of a indie game developer in general.
If the player below doesn’t work, here’s the link:
Quote of the cast: “We’re going to indie the shit out of this.”
Okay, so I had a bit of a panic today as I was listening to an episode of the Indie Games Podcast in which they were interviewing Notch of Minecraft fame. In the interview, Notch is asked what his next game would be about. He says that he’d always want to make a more personal game about space trading, so you actually feel like you’re in the ship. He also mentioned Eve Online. This was almost eerie as Space.Craft/Drift emerged out of the fusion of Minecraft+Eve Online+my years old desire for a space combat game where you play as the person in the ship, not the ship itself. Notch seems like an awesome guy so he probably won’t accuse of us stealing his ideas but, just in case, here is some screenshots from my computer revealing that, indeed, I listened to this podcast a month or two after starting Space.Craft development. Just in case… #copyright-infringement #paranoia