The goal is to make a pico8 version of Faster Than Light.
I am planning to remove all the crew management + route planning and focus on dogfight.
A big part of what makes FTL great is the balance so I am not sure yet if the game will make sense.
Going to work on this more in the coming days.
Send some love if you would like to play it.
Also I suck at making music so if you like the project and want to do the tracker part. Get in touch.
Not sure dogfight without crew management will be interesting.
It gives a sort of RTS dimension to that part of the game - what do you plan to make dogfight interesting?
That's a good question. One idea I have is to try displaying opponents next moves and makes it a sort of rhythm game.
But instead of just pressing the right buttons you would have to buff your shields during attacks then transfer energy on weapons and attack or missiles if you have enough time, then use the laser if there's no shields anymore etc...
I'm ... not ... really sure what's going on in the cart, @log0.
Is it a realtime space-battle ? A turn-based ?
You mentioned it's based on Faster Than Light. I took a look at that, really complex.
If yours is easier could you state the instructions and controls, please ? I like a good tactical shooter but I'm just not understanding this one.
Thanks for your interest @dw817. Yes FTL is a realtime space combat simulation. It is mostly a decision making game where you can decide to "reroute all energy to the shield" for example, or shoot different weapons in sync to go through enemy shields. The original game goes further with rogue-like aspects, route planning, crew management, shops etc... but the essence is basically energy management and synchronizing your shoots. I am trying to see if I can put the base mechanisms in a mini pico8 game. This is the very beginning of the project...
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