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Celestial Fugitive (on hiatus)


MovingTheMovingPictures


Celestial Fugitive

That is an early-development shoot’em up impressed by Star Fox and Tyrian. My key targets with this challenge are:

  • Slower gameplay that rewards your useful resource administration;
  • Restricted ammunition;
  • Capacity to regulate your velocity with gear modifications;
  • One ship that’s upgraded by means of the course of the sport, with a number of decisions inbetween ranges.

For this sport, I will probably be utilizing the Godot sport engine.
I hope that I make sufficient progress in order that I can publish in right here as soon as per week.

« Final Edit: In the present day at 12:01:35 PM by MovingTheMovingPictures » Celestial Fugitive (on hiatus)
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MovingTheMovingPictures


hey, I like star fox and SHMUPS so break a leg on this challenge.

First for imgur, it’s important to proper click on and discover the precise picture hyperlink:

https://i.imgur.com/HxEIPb8.png

That is the hyperlink with the .png or the .jpg on the finish.

Then encompass it with img tags, I additionally like making the width 500 in order that it would not get too large and including middle tags. Simply take a look at my publish while you hit reply to see what I did:

Thanks very a lot! I edited my publish.

The unusual factor is that I do not actually play shmups, and I really feel like my sport will turn into too simple earlier than it is playtested. I particularly selected this style as a result of I really feel it is easy to work with, and I believe I can do one thing attention-grabbing with it as an aspiring sport developer. Glad to listen to you are a target market! Do not get hyped although, I do not understand how far I will get with this challenge.

I point out Star Fox as an inspiration for the visible fashion and perspective. Tyrian, nevertheless, I performed a bit extra and I favored its customization and the way versatile it was to the participant, and I need to make one thing like that, however more difficult and unpredictable, we’ll see. I will attempt to make it a bit greater than a rating chaser.

Celestial Fugitive (on hiatus)
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MovingTheMovingPictures


BONUS POST

Meet The Barbarian Bee

This magnificence has restricted gasoline, a lot decrease efficiency than the Interceptor (ship of the Syralean Photo voltaic Power) and can also be very fragile when purchased inventory. Its maker firm, Barbarian, has gone bankrupt over 30 years in the past. Very low-cost and very fashionable among the many Underground Galactic Fighters for its customization potential, because it has the biggest amount of aftermarket components made for it.

Ooooh I just like the design!
(And studying your lore makes me assume again to enjoying Freelancer, for some purpose)
Love the worldbuilding you are kicking off already 😀

Thanks. I really improvised it within the publish and copypasted it to my doc for the sport, listening to this provides me some good validation. Up to now there is no such thing as a story however I’ve one situation in thoughts (possibly the start).

I by no means heard of Freelancer, however I appeared it up and it appears to be like very cool.

Celestial Fugitive (on hiatus)
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MovingTheMovingPictures


LOG: Interceptor AI performed (for now)

Apologies for the wonky GIF. It runs easily on my laptop computer.

It’s with nice pleasure to announce that I’ve applied a working AI for an enemy. The code is a cobbled collectively mess, but it surely certain works as meant after some tweaking with the numbers.

Additionally, I’ve given surprisingly efficient pea shooters to the Interceptors, and your well being goes down when it hits you. As of now, the sport crashes while you die (maybe this construct is haunted  Who, Me?). You can too shoot them till they disappear.

One other factor I labored on was some motion and digicam stuff. Your motion will get divided by the gear you might be on plus one (first gear is zero, you may’t divide by zero), so the quicker you might be piloting, the slower your strafing is. As for the digicam, it will get farther from you every gear to offer a way of velocity.

Celestial Fugitive (on hiatus)
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Bananicorn


LOG: Interceptor AI performed (for now)

Apologies for the wonky GIF. It runs easily on my laptop computer.

It’s with nice pleasure to announce that I’ve applied a working AI for an enemy. The code is a cobbled collectively mess, but it surely certain works as meant after some tweaking with the numbers.

Additionally, I’ve given surprisingly efficient pea shooters to the Interceptors, and your well being goes down when it hits you. As of now, the sport crashes while you die (maybe this construct is haunted  Who, Me?). You can too shoot them till they disappear.

One other factor I labored on was some motion and digicam stuff. Your motion will get divided by the gear you might be on plus one (first gear is zero, you may’t divide by zero), so the quicker you might be piloting, the slower your strafing is. As for the digicam, it will get farther from you every gear to offer a way of velocity.

I gotta let you know, the digicam angle you had when introducing your present ship, felt rather more dynamic!
Additionally, I believe the speedup-effect works – it feels such as you’re going quicker (after all some smoothing of the digicam distance variable would most likely assist giving it a bit extra “ooomph” – however I do not wanna trouble you with nitpicks at this stage)

Celestial Fugitive (on hiatus)
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MovingTheMovingPictures


LOG: Interceptor AI performed (for now)

Apologies for the wonky GIF. It runs easily on my laptop computer.

It’s with nice pleasure to announce that I’ve applied a working AI for an enemy. The code is a cobbled collectively mess, but it surely certain works as meant after some tweaking with the numbers.

Additionally, I’ve given surprisingly efficient pea shooters to the Interceptors, and your well being goes down when it hits you. As of now, the sport crashes while you die (maybe this construct is haunted  Who, Me?). You can too shoot them till they disappear.

One other factor I labored on was some motion and digicam stuff. Your motion will get divided by the gear you might be on plus one (first gear is zero, you may’t divide by zero), so the quicker you might be piloting, the slower your strafing is. As for the digicam, it will get farther from you every gear to offer a way of velocity.

I gotta let you know, the digicam angle you had when introducing your present ship, felt rather more dynamic!
Additionally, I believe the speedup-effect works – it feels such as you’re going quicker (after all some smoothing of the digicam distance variable would most likely assist giving it a bit extra “ooomph” – however I do not wanna trouble you with nitpicks at this stage)

That individual angle was taken when the ship was all the best way to the left, it appeared good there. I am attempting to make it not get in the best way of your goal while you’re shifting the ship whereas nonetheless protecting it 2.5D. I am nonetheless tweaking the motion, and what I take into account is to have one thing fluid and controllable, which I believe will make up for the shortage of dynamism within the digicam.

Celestial Fugitive (on hiatus)
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MovingTheMovingPictures


LOG: Stage Design

So I have been engaged on preparations for the extent design. The manually positioned enemies have been changed with triggers that spawn no matter physique you assign to it.

In the present day I began experimenting with the gridmap and the way it interprets into the gameplay. It is fairly good, however I believe I will should make bigger tiles, it is an excessive amount of work of their present measurement.


I am not good at my very own sport.

I’ve added some particle results as suggestions for hits.

EDIT: Up to date the primary publish with much less formidable, however nonetheless attention-grabbing targets. This sport may turn into a extra informal and breezy expertise than initially deliberate, however I’ve no issues with it so long as it is nonetheless enjoyable.

EDIT 2: Nevermind, I am nonetheless engaged on the sport. I’ve eliminated the underlined textual content to keep away from confusion.

« Final Edit: February 24, 2025, 10:48:16 AM by MovingTheMovingPictures » Celestial Fugitive (on hiatus)
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MovingTheMovingPictures


LOG: Stage Layouts #1

I do know I mentioned I used to be gonna take a break, however my curiosity is driving me method too onerous.

At the moment I’ve a deliberate sequence of ranges which might be gonna be within the sport. The amount of them is barely gonna go down to any extent further, until it goes up.

These previous few days, I’ve made just a few large chunks of tiles to place in one of many ranges, and I am all for how they’ll prove ultimately. My purpose with this one is to have a forest in it, and I will add some obstacles to make it extra attention-grabbing, you will need to decelerate in some sections when it is completed. As for enemies, spawns and the type, I will put them in after ending the extent layouts.

This complete ordeal is giving me a newfound appreciation for stage designers, as to me, it is simpler to code motion and fundamental AI than to make a enjoyable and good trying stage.

Celestial Fugitive (on hiatus)
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MovingTheMovingPictures


LOG: Discovering the challenge’s id

Hey everybody! It has been some time since I posted, and that is as a result of there was nothing price posting right here till now.

So, what’s been taking place is that I believe the challenge has discovered its id, and that is good, as a result of this has been three totally different video games within the span of round three weeks (?). I even gave it a reputation.

I’ve scrapped the forest stage I’ve proven the opposite day and went again to the area shooter roots, and made a brand new stage, which is probably going gonna be the primary one after the prologue, contemplating how little occurs in it. I’ve additionally polished it with sounds (all of them synthesized by me), transitions and a predominant menu in order that I can get some full gameplay prepared.

Right here it’s:

My subsequent purpose is gonna be boring stuff that I probably will not publish right here, principally involving code group. As for the extent design, slightly than planning something I am simply replaying the degrees a thousand occasions and altering stuff relying on the way it feels throughout gameplay. I will additionally attempt to do some attention-grabbing visible stuff.

« Final Edit: March 08, 2025, 11:32:46 AM by MovingTheMovingPictures » Celestial Fugitive (on hiatus)
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MovingTheMovingPictures


Hello, I am simply posting to allow you to all know that I’m placing this challenge on an undefined hiatus. When engaged on stage transitions the engine began giving me dependency errors and I needed to restart, after which I misplaced curiosity in engaged on the sport. Once I come again to it, I will attempt to discover a stage designer, as my predominant curiosity is engaged on the mechanics. I am additionally undecided if I will proceed this devlog, I simply discover that plenty of my posts simply aren’t that attention-grabbing. I recognize it in case you loved what I needed to say although.

Celestial Fugitive (on hiatus)
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