Due to popular demand (well two people asked) I've put together a playable demo of the latest version of my asteroids inspired game.
To play is rather simple, mouse does the steering and firing, LMB for one weapon, RMB for the other. I'll let you find out what the weapons do but they are pretty similar. Mouse up/down for pitch control, left/right for roll. A & D keys give yaw control, W is forward thrust, S is reverse thrust. R is a special key, it is effectively a brake, you'll realise pretty darn quickly why you need it! (I know that's not 'realistic', in fact it's pretty darn impossible IRL but it does make it rather more forgiving!).
The weapons are 'kinetic' so you will need to 'lead' the target if it is moving WRT to yourself.
There are two spacecraft flying around in circles, you cannot shoot them or collide with them, they are simply there to allow practice flying alongside them, eventually (when I've figured out the AI scripting) they will be used within the game.
Shift-E selects the 'RADAR' range, normally it will auto-select a range but sometime you might want override the automatic selection. Currently the range value is not displayed.
The 'RADAR' works in the following way: Left screen displays an overhead picture, i.e. if you were looking straight down on your own ship, a blip straight up the screen is an asteroid in front of you, down is behind etc. The right hand screen shows the elevation of the target WRT to your ship, i.e. bar above the line means you need to pitch up to find it, below the line pitch down. The height of the bar indicates how much to pitch. Blips on the left and bars on the right are colour coded, the bars are shown in distance order, i.e. closest target on the left, furthest (within selected range) on the right.
The right hand side of the screen shows a vector display, it's a bit experimental but the idea is that the arrows show the direction of your current velocity vector WRT your ships orientation and the numbers below show the magnitude of that vector. Seemed like a good idea at the time but I find I hardly ever look at them! (especially since I added some brakes
When you've finished blasting the first asteroid you'll be rewarded with another .. forever .. or until you get fed up or GG crashes.
There is no scoring yet nor can you die (I think) I've not quite figured out how I want to handle that bit. Also no storyline although I have some ideas.
Models are by "SolCommand" from www.solcommand.com with a few tweaks by our own GraPhix. All scripting by yours truly. Engine by some bloke call Lee, no not Bruce the other one. Can't for the life of me remember where I got the sounds from. 2d images from all over the place and majorly messed about with be me.
There, I think that's the legal bit done with.
Oh, if you see entities acting in a weird way, like appearing to slide sideways whilst decals go a different way don't bother reporting it back to me as a bug. It's a known issue with GG whereby the terrain, although 'off', is interfering with the entities, even though they all have physics 'off'. Hopefully Bruce, sorry the other one, will 'fix' this one day.
Any other comments/suggestions/praise, feel free to inundate me with.
Not sure if this link works btw, if not I'll find another hosting site to try:
Been there, done that, got all the T-Shirts!