What a wonderful day to start a devlog, it is the 22nd of April, 2022.
A couple days ago I watched a video about how Luftrausers could be improved basically. And then I had my own couple of ideas how to improve the game loop. Also I have been playing it some to get a better feel for the game, what I like about it, what not so much.
So, this is clearly inspired by the excellent arcade game Luftrausers by Vlambeer.
I just got back from work, caught up with my family and then sat down to think through my initial notes and devise a plan.
I will keep using plan.cat to keep track of what I am working on day in day out, but here is what I came up with:
Project: high pressure
- story: ?defending against invading fully mechanized rogue ai robot army
- code: generate landscape
- code: display landscape
- poly: design carrier
- poly: design player
- poly: design projectiles
- poly: design enemy units
- poly: design civilian buildings for you to protect
- code: fly carrier around over landscape
- code: ?round based overworld
- sound: engines, wind, guns, explosions, ..
- music: ¯\_(ツ)_/¯
- code: line across the landscape for sortie
- code: ?set up multiple waypoints for sortie
- code: camera control for landscape
- code: camera control for sortie
- code: player controls up and down and thrust to move from one waypoint to another, course fixed by WP; a spline or a straight line
- code: ?non euclidian landscape distortions
- code: missiles for incoming fighterjets outside of your WPspace
- code: dogfights: fighterjets enter your WPspace
- code: gun for dogfights might also hit things in the distance
- code: bombs for destroying ground units
- code: ?penalize destroying own civilian infrastructure/buildings
- code: ?nagging moral effects