Fight your friends through vast debris fields and abandoned space stations with your nimble ship, salvaging energy from the station´s friction chargers. A carefully thrown countermeasure will divert a missile towards your opponents, board a stranded destroyer and unleash a laser barrage, forcing them into their escape pods. The full inertia of your ship mades every maneuver a rewarding experience, but when your master plans fail, expect to die in the most varied ways! One-shotted, incinerated, irradiated, stranded, boarded by force, or simply getting stuck to a magnetized container, forever.

Post news Report RSS Negspace: On boardable, beam-armed turrets

Taking a break from bigger picture design, figured there´s no way I´m launching a space game without turrets you can board from your ship!

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The first player-controlled turret

When I wrote the ship controller´s code, I tried to keep it flexible enough to possibly support other sort of machines.
It turns out, messy as it is, it worked just fine, and implementing the turrets was trivial, I only had to add snippets to bolt them in place and to deploy each turret´s base. That meant that in a couple of hours everything was working fine, and they even supported boarding and ejection.


Managing power with boarding athletics

The turrets fully recharge your escape pod each time you board them (ordinary ships transfer power from their battery, but turrets have unlimited power), therefore, boarding and ejecting a turret is now an alternative to friction chargers for escape pods.


Shiny new beams

Being bolted to the ground makes you feel like a sitting duck. To compensate, I decided to add beams, which instantly hit your target (if you aim right). The Weapon class also behaved nicely, and I soon got beams working just by copy-pasting snippets from my existing codebase (color-shifting jagged rays from the friction chargers, raycasting from the enemy´s AI, damaging from the old laser bullet).

Making them able to instantly hit someone else makes the turrets less predictable and harder to outmaneuver. Also, the beams are very long range. If the level design allows for it, the typical player will be hitting its opponents by looking at their screens rather than his own.


Beam-armed spaceship (test)

Once they were ready, I was even able to arm any ship with beams with a single drag and drop. After toying with this for a while, it was evident that, for many reasons, seeing the trajectory of the lasers feels much more satisfying than instantly hitting or missing your target while on a ship.

All together now

So, what do you think? As usual, c&c welcome!

If you´re new to Negspace, be welcome and join in for the long haul!
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Post comment Comments
anarcheril
anarcheril - - 31 comments

Hey that's a really interesting way to do the art style, I really love the way you've done depth with parallax.

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Pencha Author
Pencha - - 11 comments

Thank you!There´s more info on that on the devlog, if interested :) Forums.tigsource.com

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StephenGibson
StephenGibson - - 158 comments

Camera position seems pretty innovative to me, so cool!

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maxsmo
maxsmo - - 4 comments

Looks awesome. Any plans on a beta soon?

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Pencha Author
Pencha - - 11 comments

Thanks! "Beta" stands for feature-complete. Since there´s a lot of features I have yet to try before that, it may be a while!

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