2d Topdown Space Engineering-type game.

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3 comments, last by Norman Barrows 8 years, 2 months ago

So on and off I've juggled ideas around for games. This more recent idea, although still a victim of my usual over ambition I've goes for a more simple 2d tile-based graphics approach.

One element I wanted to try was a way to design ships by giving the player a sort of tile editor. Adding different tiles together to form the ship, being built around some central parts like engines, shields, reactors, etc. The idea is you can design the external and internal of the ship. I have to approaches in mind of how I might do this.

Blocks on blocks: The ship is made up in a way very much like Space Engineers/Minecraft from a 2d prospective. Creating from 1x1 shaped tiles that fit together. Some kind of vertical switch allows you to place tiles as the 'roof' of the ship.

Premade Parts: The other idea came from seeing graphical parts like http://opengameart.org/content/space-ship-mech-construction-kit-2 The parts are still modular, but as I imagine it you would fit them together to make the externals of your ship ... and each piece would have a predefined eternal area you could than edit. This is less freedom, but perhaps more aesthetic looking ships? It does make it a bit simpler in my mind. So once you've fitted all your pieces together you can switch to internal view and get something like a Stardrive view of available space inside.

I suppose its trying to get a somewhat vertical element to a 2d birds eye view. I feel this came off as more of a ramble, but if anyone can translate and give ideas please do :)

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I suppose its trying to get a somewhat vertical element to a 2d birds eye view. I feel this came off as more of a ramble, but if anyone can translate and give ideas please do smile.png


To clarify: you're looking for graphical/visual ideas? Or are you looking for gameplay mechanics ideas?

It seems to me like you're looking for graphical/visual ideas. If I'm right, this needs to be moved to Visual Arts. If I'm wrong, and you're looking for gameplay mechanics suggestions, it can stay here in Game Design.

-- Tom Sloper -- sloperama.com

As I think about it ... it is one of those awkward things that straddles both .... but I suppose primarily I'm looking at how I would implement gameplay ideas based on the limitations of the graphical style. If that makes sense.

I suppose primarily I'm looking at how I would implement gameplay ideas


Okay (that wasn't clear before). Leaving it here.

-- Tom Sloper -- sloperama.com


Some kind of vertical switch allows you to place tiles as the 'roof' of the ship.

use auto-roof like The SIMs does. the player just designs the floor plan of the ship.

slots and pre-made part types will probably be much easier to implement, and probably look better than tile based.

also, with slots the interior space layout doesn't change, just what gear you draw in each slot when drawing the interior view.

you also don't have to deal with tiles only being able to go certain places or connected in certain ways which you must constantly check for.

and you don't have to come up with tile sizes appropriate for the system in question.

slots takes care of what can go where and how big it is with much less hassle.

Norm Barrows

Rockland Software Productions

"Building PC games since 1989"

rocklandsoftware.net

PLAY CAVEMAN NOW!

http://rocklandsoftware.net/beta.php

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