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Setting phasers to fun

A project log for Retro style Star Trek action adventure game

Using my collection of tools and function to build a action/adventure game.

timescaleTimescale 04/20/2020 at 23:130 Comments

With Corona going on, real work as pretty much dried up so I find I have oodles to time to mess around and my current favourite activity is getting this game concept to a new level, well new for me.

Anybody familiar with my other hobby projects may know that I often lose sight of goals and get distracted by minutia. Well, while this might very well be the case here, the fact that I can rapidly add and alter my carefully crafted set of code libraries means that now I can perhaps get A. bogged down in details and B. still have something real to show for it.

Case in point, after tinkering on and off with the system and swiping some graphics from the intarwebs for assets, I got pretty close to the way I want to start the game and how it should feel.

From the very first game screen, I want the game to never leave "space" It should always feel like the player is either travelling or arriving somewhere. The entire game should in essence be one continues shot from beginning to end.

This is how I thing the game could start.

I'm still not happy with the tween function which is defined in steps not time, but I managed to script around this shortcoming and I will address it later. For now the main goal is to rough it out.

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