Test your puzzling and agility skills while delivering packages with a spaceship. Maneuver through space caverns and solve puzzles, while managing your fuel levels and fending off dangerous alien technologies. Rocket Shipment is inspired by Crazy Gravity and retro games like Gravity Force, Lunar Lander and Thrust, where you fly and land spacecrafts all around dangerous caverns.

Post feature RSS Devlog #020: Linux build and Wall blasters

A linux build and wall blasters! These past 2 weeks have been a soup of a lot of behind the scenes stuff.

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I don't have much to show this time. I've been really busy with behind the scenes stuff like setting up a linux build and fixing bugs.

I decided to build on linux early to avoid big surprises just before the demo release.

I'm currently very well on track for the demo release. I set a deadline of Q2 2020 for myself, and because my office day-job hasn't found a new project for me I've been able to cross huge points off the to-do list.
The demo will still be pretty rough/unpolished though. I want to get the basics and some level components in there asap and let the discord community enjoy it sooner. They've been supportively waiting for so long that I want to do a closed release to them first.

Some other minor changes I've done in the past weeks besides bug fixes:
- Let the player lose a life when out of fuel and landed - This way you don't get stuck with no fuel and no way to continue except to restart the whole level
- Adjusted initial cable length to only the needed length instead of the maximum allowed length - Improves overall smoothness when grappling during flight
- Added a scoring system - Score is determined based on lives left, fuel left and time taken to complete the level

The latter can be seen in action:

Scoring will be shown after level completion and in the level selection menu:

Score system

Wall blasters are taking way longer than anticipated. I'm not finished yet, but they are well underway.
Wall blasters will periodically shoot a bullet in the direction they're facing. That's about it.
It sounds simple, but shooting a bullet, bullet impact and integrating wall blasters in the editor really took a lot of time.
The wall blaster paved the way for a lot of future stuff in different ways. For example, I didn't have any code that restricts placement in the editor. Wall blasters need to be mounted on a tile, which means they can't be placed in mid air.
I now built a generic way of checking if a spot adheres to specific rules.

Checking if a collision happened with a specific type of object (a bullet for example) was also not possible, so I also built a generic solution for that as well.

I can't even remember all the other needed stuff, this all took too long.

Here's how it looks now! Don't pay attention to the ugly bullet:

As for the next period I'll be focussing on some new features such as:
- Big space doors
- Damagable crates

We'll see how far I'll get.
See ya!

Rocket Shipment is wishlistable on Steam: Store.steampowered.com

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