SpaceWars 3D demo

Not nearly anywhere near complete…its basically a tech demo of me figuring out how to use Unity. You can win by destroying the one bad guy. He has about 50 hit points. If you lose it will just say it at the top corner and keep letting you play.

Controls are W/S Thrust Forward and Back. A/D to strafe sideways. Q/E to roll. Mouse Look to turn. Mouse 1 to shoot lasers.

Be sure to click the center of the game screen when you start so the web app knows to use the mouse.

And yes, the bad guy is two cube put together but he does chase you and shoot lasers which is more important than looking cool. Also he’s probably gonna blast you in the first few seconds, beware. Eventually he goes on fire. If you go on fire you are in trouble. Also the planet/death stars on the playing field explode.

Here is a link to Space Wars 3D.

Space Wars Original

The first game I made in recent history was Space Wars — a 2D HTML5 game using DOM and Javascript.

Screen Shot 2013-11-07 at 6.20.30 PM

Controls are arrows to rotate and thrust forward. D – Shoot, E – Lock or Shoot Missile 1/2 Switch weapons if you get a special. Pauses.

Screen Shot 2013-11-07 at 6.15.16 PM

 

I did not use Canvas. It is basically CSS being animated on the screen. Pretty cool what you can do with it.

There are a bunch of levels but its sort of unfinished. The boss graphic was never updated from previous versions so he looks weird.

 

 

Island in Unity 3D

Hi there! I am messing around with Unity 3D since a compiled game on the desktop might be about a billion times faster. I am getting worried that my programming abilities in WebGL have hit a snag with the need to write custom shaders to make all the ships draw and move without crippling the frame rate. And so I am looking at Unity.

I will start posting some of the tutorials and things I have been working with since its not super easy to hunt down everything needed to make a good space game apparently. I’ve also been working with Blender on 3D models of ships. Screenshots coming.

Screen Shot 2013-11-04 at 10.13.49 PM

Here is a screen shot of the Island I made. Its real simple, nothing special – I just used Unity’s terrain features and played around. There is a path you can take to get pretty close to the top of the crag. Also it seems you can just run up the face… not sure why that is possible. Still learning!! Click here to play around with it in the Unity Web player.

 

New Version

So lots of updates on the engine recently. Heres’s the new link. (see controls at bottom of post.)

Again, this is a work in progress! It probably crashes.

Screen Shot 2013-10-13 at 3.56.24 PM

 

I’ve been working to make ships upgradable through a component system. This began with making it so all ships now have 4 different sides for armor. Also ship components can also have their own armor — ie a carrier’s fighter bay may be an attached component that could be destroyed without having to cut through the ships main hull armor. Big ships also have command centers where their captains and crew work and those can be vulnerable as well. The current carrier ship has one in the middle of its sprite–but it doesn’t have art yet. Knock out the shields and you can take down the carrier fast if you aim into the command box.

The AI is being revamped a lot.

  • Ships can now patrol
  • go on search and destroy missions (patrolling and scanning for targets)
  • chasing and attacking is there
  • They react if another ship attacks them.
  • cap ships find a target, come to a stop, and engage their turrets
  • they figure out what to do next once the objective is complete

Tactical flying and stuff are yet to be implemented. I’d like to add some good behaviors for the ai rather than just chase and fire. Like:

  • get behind target and fire
  • evade when getting hit
  • objective weighting – does it retaliate or focus on taking down the main target?
  • switch to missile or other appropriate weapon when shields are down etc
  • carriers / space stations launching new fighters
  • more decision making as a group / strategy
  • formations

I am currently working towards building battle scenarios. The current one is a defend the base from an enemy attack. Thats why a new ship model-space station is sorta up and running. Its now capable of firing turrets and being destroyed. Eventually I will script it so that destroying it is the enemies main objective and the player and friends must stop this from happening. The cap ship turrets are randomly dumped on it at the moment and its a formidable beast. Currently its an enemy – for fun.

Controls for the current version: Arrows to rotate, thrust and brake. Space to shoot. Numbers or ~ to toggle through weapons. Z to target missiles. Tab lets you look at other ships. W brings you back to your guy. Plus minus to zoom.

Welcome to Badger Head Games!

Welcome to Badgerhead Games. I am an indie game maker currently working on a 2D/3D space game in the vein of Privateer (isn’t that every indie space game?). Currently, the game development is focused on the battle aspect, but it is still in early development.

 

Screen Shot 2013-09-20 at 6.19.48 PM

The current demo is here.

Screen Shot 2013-09-20 at 6.22.23 PM