Indie Games Developer for console & handheld devices. Based near London, UK.

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How did this begin?

I've been working with the idea of developing an Asteroids game for a few years now. While not knowing really why this appealed to me, I began working out the basis of the game engine. After I had modeled a pretty fine looking "astroship" and some pretty generic shapes for asteroids I set to work on the mechanics.

I've got this game working at pre-alpha stage. Meaning it's playable.

Progress so far...

The tough part in develolping an Asteroids clone is getting a full "wraparound" effect, because whilst I call it an effect, it is essentially part of the physics and gameplay too. Things just wouldn't be the same if there were walls on the sides of the screen.

I'm also running with the idea of no background or starfield behind the game arena. Though it could make the game more attractive I've rejected the idea as it has nothing to do with gameplay. Instead the explosions, particle effects and game objects will create the whole game look, as well as feel, which is better than a static starfield hanging around as a backdrop.

I've included a game asset which can only be described as a Black Hole. This pulls in all matter towards it, including your craft, so collisions are inevitable. Bullets and particle effects are not affected by the Black Hole, although they should, it's too frantic for the gameplay.

What is coming next?

There really is so much I could add, and the game could go in a few directions from here. Though after some drawing and lists on paper I've decided on some features that make sense to add - as well as being pretty exciting.

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