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  • Unnamed top down shooter in space - with flamethrowers!

Months ago, I started playing with Godot 4, starting this prototype. Now I'm back working on it. Having fun with Godot 4's particle system and particle collision.

EDIT: Steam page

It looks good, if it just what you've got when you "start playing", I'm looking forward to what you'll do when you get more serious 🙂.

Could be the Alien Breed Trilogy as it should have been not what we've got (shame on Team 17 for this one.)

10 days later

There are still a lot of missing functionalities for enemies, but here is a performance test I made with 64 enemies.

I made a test with the game in first person, and now I'm really undecided.

The developers are making a 3rd person game (The Witcher). The players make a 1st person mod.
Developers are making a 1st person game (Cyberpunk). Players make a 3rd-person mod immediately.
Developers - "So what do you want!?"

Changing the camera in the game is a very strong solution. But it is extremely difficult to make it equally interesting gameplay.

It's a personal and style choice. Both modes could work, but you need to pick one. First person requires more detailed art, you can get away with lower end assets in third person. Though it also changes the feel of the game.

    cybereality Both modes could work, but you need to pick one. First person requires more detailed art, you can get away with lower end assets in third person.

    Not only the camera changes, but also the control. At the same time you can change the quality of textures. In fact, you will have to make two games - this is the main difficulty. But, if you want, you can make two (and more) cameras (and, accordingly, the style of the game).

    cybereality Yes, it greatly changes the feel of the game. In the first person, you don't know what's around the corner. I prefer the first person, but I'm concerned it would require too much work with the asset.

    I think this is how I will make the game feel scarier while still being a top-down shooter.

    I'm adding a plasma rifle. Also, note the map view!

    I published a Steam page for the game here

    The page is a work in progress too.

    4 days later

    I'm now exploring procedural generation. It's till in its early stage, but here is a simple map.

    10 days later

    I went back to the black occlusion instead of always showing the map where it's occluded. It improves immersion. You can still view the map as before by pressing the map button.

    I also significantly improved the procedural generation of maps (now I can generate multiple floors!).

      m4nu3lf This light/shadow model looks better than the other one (too strong limits which make it weird).
      Regarding procedural map gen, you don't actually show any of it, it would have been better to show previous result on a full map and new results also on some full maps as well (view from far above in editor or with dedicated debug view mode or whatever).

      The game start to looks like more and more like the old Alien Breed series from Team 17 (from the 90s) mixed with Alien Shooter (if you don't know I suggest to check them, there are two, a very old one and a newer episode, with nice little roguelike stuff).

      Don't forget the game itself 😉.

        JusTiCe8 I want to start a proper dev-log soon. I'll show the details of the procedural generation there. I didn't know about those games, actually. I'll check them out!

        2 months later

        So I'm back at this project. Given that I want to keep it as simple as possible, I might drop procedural generation, focus on the gameplay, and build maps manually instead. Here is a new video of me testing some weapons.

        18 days later

        Instead of just using animations and rotating the character, I now use IK to rotate the character's spine for a more immediate and precise response.

        a month later

        I made quite a lot of improvements!