Space Farer 3d (js13k game jam entry)
Posted: Wed Aug 19, 2015 5:22 pm
Hi. I am currently developing a small partially elite-based (graphics, parts of gui) game for js13k game jam.
If you don't know what that is - basically it's a javascript jam where your end-product, minified and zipped, should weight only 13.272 kb.
Right now i am at 8 kb, still some place to spare.
(implemented vertex lighting)
(sf-2 nomad, ga peon, ga diamond)
Game is basically a remake of my last game jam entries - space farer and space farer gp (but this time with active space combat rather than 2 button presses)
http://gamejolt.com/games/spacefarer-sp ... game/30826
http://gamejolt.com/games/spacefarer-gp-edition/31375
SF3d structure will be pretty straight forward - a static galaxy map with chain of planets and a goal, with enemies randomly generating at nodes, but with just one final boss.
And yes, i know it is ironic that, while originally when Bell and Braben tried to push elite to publisher, publisher said to cut it down to level-based structure with fixed number of enemies, and clear goal; and only after a struggle they were able to find a suitable publisher, and yet I am making something which would've satisfied first publisher, in the first place.
I have a question. Can someone provide a breakdown on behavior of original elite's combat AI?
If you don't know what that is - basically it's a javascript jam where your end-product, minified and zipped, should weight only 13.272 kb.
Right now i am at 8 kb, still some place to spare.
(implemented vertex lighting)
(sf-2 nomad, ga peon, ga diamond)
Game is basically a remake of my last game jam entries - space farer and space farer gp (but this time with active space combat rather than 2 button presses)
http://gamejolt.com/games/spacefarer-sp ... game/30826
http://gamejolt.com/games/spacefarer-gp-edition/31375
SF3d structure will be pretty straight forward - a static galaxy map with chain of planets and a goal, with enemies randomly generating at nodes, but with just one final boss.
And yes, i know it is ironic that, while originally when Bell and Braben tried to push elite to publisher, publisher said to cut it down to level-based structure with fixed number of enemies, and clear goal; and only after a struggle they were able to find a suitable publisher, and yet I am making something which would've satisfied first publisher, in the first place.
I have a question. Can someone provide a breakdown on behavior of original elite's combat AI?