Game mechanics prototype
Win32 single player demo
Brace For Impact will be, Invisible Sky Giant willing, a non-massively multiplayer online game of starship combat.
However, before I invest time in specifying, designing and implementing the game proper, I've lashed up a game mechanics prototype of the tactical combat. Any and all comments and suggestions are most welcome.
This is not an alpha, beta, gamma, delta or any other version of the final game. It is a hacked up disposable single-player demo to define and exercise the "big gun" style of combat mechanics that I am aiming for. This demo won't be developed any further, except as a testbed for rapid prototyping.
The feel should be similar to WWII naval combat. Guns fire in plunging arcs. Yes, in space. It's due to a reverse polarity flux variance in the subspace plasma McGuffin. The 2D-ish sprite nature of this demo is deliberate; the game should be fun before any nice models are added.
In this demo, you are driving a heavy cruiser, alongside a friendly battleship. The enemy consists of a heavy carrier plus a light torpedo cruiser. The goal is to explore the mechanics: you can't die, nor can you kill the enemy ships. The CVA has a limited number of fighters though.
Screens:
Torps! Torps all over my face!

Humping the CVA - eat high angle rain.

OK, enough teasing:
feel free to download the (version 6) Windows demo.
Frequently Expected Questions
Q: Why is nothing dying?
A: It's just an open-ended game mechics demo; the explosions indicate when armour has been breached and when ships would take damage in a real version. A running damage total is shown at the top of the screen as of version 4.
Q: How do I play as the other ships?
A: You don't. Adding fighter operations would involve too much UI for this demo.
Q: How do I hit things?
A: Left clicking produces a deliberately rough firing solution. Use WSAD to rotate and elevate your guns to produce better firing solutions. The UI is minimalist - your gun angles are shown at the top left. Guns are more inaccurate if fired while you are turning.
Q: How do I select torps / anti-fighter guns?
A: Torps are in your secondary battery (T), and your tertiary battery (Y) has an anti-fighter mode. To shoot at fighters, select your tertiary battery (Y). Watch for the red shell / shell splashes 'splashes' rather than yellow shells / blue splashes. An angle of about 38-42 degrees should get hits. Lead the fighters' shadows, not the fighter images themselves.
Q: No, seriously, I can't hit the fighters.
A: Hitting fighters with shells is supposed to have a learning curve. Try buddying up with the battleship. It has better point defence - the automatic little fast red shots - and combining your point defence gives a better chance of eating fighters rather than just sending them home damaged. The CVA will run out eventually.
Q: This is impossible! I can't concentrate on anything.
A: It's an artificially dense environment - you're being dropped in at the deep end. The pathetic 'AI' is rigged to fight at closer ranges than a cautious human would, so it's all a bit frantic. In the game proper, players will start out in small destroyer vs destroyer battles without waves of fighters or CLG's spamming torps all over the place, so there will be time to learn to deal with the mechanics.
Q: When is the next version available?
A: Anywhere between 6 months and never. After this prototype, I'll be going back to the requirements and design. The server and network architecture is going to be the big issue, not the bangs and whistles.


