No screenshots this time (nothing much new to see that we can show you in pictures), but i do have news:

  • We’ve implemented a mechanic that will serve to move the game along: Power Cores. These are small items dropped from the death of enemy ships that you can collect, which serve to increase your available power stores. You can then choose to either permanently convert some of this energy to boosting your ship and weapon stats (thus making more points available for customization of your ship), or leave it in the power meter to keep it charged.
  • When the power meter fills up, all enemies on the screen die, and a wormhole-like device opens through which you are transported to a boss fight (which nets you a large number of power cores if you win). We have to consider our options carefully with this, because if not done right then players could grind their way to a powerful ship then breeze through the rest of the game.
  • A basic enemy behavior has been implemented. Currently the enemy ship circles the player until it has low health, then it runs away. This needs a lot of polish and a bit of redesign in the internal structure, but it’s better than the ship just sitting there…
  • We currently only have a single game mode planned: Arcade. The goal of this mode will be to run you through a series of boss battles, then at the end of all of them your score gets saved and compared to other high scores. Yep, the main incentive for playing this game (aside from customizable ships) is the good old high score!
  • We’ve pretty much cut the “procedural generation” down to “ship graphics that vary with ship stats”. Not much could be helped there, as we know next to nothing about procedural generation at present.

Please, feel free to comment on our plans and tell us if we’re doing good!