I wrote a retrospective which highlights the following topics:What is Space Pirate? Explore a dying galaxy in this high-octane, story-driven twin stick shooter. Upgrade your arsenal and gun your way through dynamic, fully destructible environments. Can you find a New Earth?
Story-driven With an 18,000+ word script, Goldspace features multiple endings and optional missions. Bond with your crew, negotiate with rogue opportunists, and discover the dark truth behind your mission.
ExplosiveTake your pick of weapons as you torch, freeze, or blast your own way through 40+ enemy types. Cause reactive destruction by burning fuel, setting off alarms, damaging engines, and more.
Exploration Fly your ship where you want to go, whether that means targeting alien outposts, wealthy merchant ships, or derelict wrecks. Upon arrival, explore immense levels with secrets and multiple routes to each goal.
Story background:By the year 3050, humanity depleted Earth’s natural resources. Hardscrabble soil led to famine, and elevated regions became uninhabitable as oxygen levels continued to drop. When aquifers withered away, wealthy countries learned to melt the ice caps for drinkable water, but their overzealous efforts led to flooding that devastated island nations. It wasn’t the apocalypse, but it was close. Scientists predicted a societal collapse within two centuries and the end of humanity within the millennium.
In a flurry of activity, world leaders instituted a program aimed at discovering a new habitable planet. Space shuttles launched into space, each equipped with a team of twenty. Each team was promised unimaginable wealth should they find a new planet on which humans could live. The world leaders called this plan GoldSpace.
Inspiration:I loved playing
Buck Rogers,
Whale's Voyage and
Star Flight 2 on my Amiga 500 and i would never even think about trying to copy the complexity of these titles with the limited resources i have. Starflight succeeds largely because the exploration mechanic works so well.
One thing i had in mind though while playing was the wish to explore ships and locations a bit more as i could. I loved finding ancient ruins. The game i have in mind won't get anything near the exploration possibilities of these games but it is definitely an inspiration.
Some topics from this devlog i want to highlight:Autotiling - how i use itAutotiling - how its setupSome thoughts on performanceThe cover system i useSome thoughts on portraitsA bit about the story backgroundSome feedback from user testsFeature: Using an escape podHow to keep the level design of a planet interestingAutotiling - how its setupHint: How to avoid missing actor errosPlease let me know if you like or dislike it.
Cheers!