Tuesday, September 16, 2014

Joyrider: Credits & Ship Upgrades

Take a look at the attached picture. There you will find the ultimate minimalist RPG experience: Items that can be replaced with stronger items that are bought and sold.

Joyrider is getting its first update soon, and that screenshot is from it.

I am adding a 'docked at space station' screen between every 3 levels in the game. This will allow you to relax a moment, regain your shields, and spend the in-game credits you have earned. Exactly what you'll be spending your credits on is not set in stone yet, but I already have multiple ships and weapons in the shop and hope to add more.

These 'station' visits are actually a step towards making this game an RPG. Of course, after removing the linear progression 'levels' from the game, it will need to be renamed and published under a different name. For now though, we can incorporate some RPG elements into an otherwise arcade-y game.


Sunday, September 14, 2014

Star Sky: Joyrider

I just submitted my first game to the Windows 8 store for approval. I call it joyrider.

Click Here to Get it From Windows Store

In this game, the player is given a small ship and is put up against 12 levels of other ships; sometimes fighting 10-20 enemy ships at a time. The game objectives unfolded as I experimented with asteroid-like space physics and a flexible ship/weapon system that could be used in a future RPG-esqe game. This game is a simple arcade shoot em up though, it certainly is not a 'digital world' game.

Joyrider is written in C# using the MonoGame module. I am finding it to be very enjoyable programming in C#, once I passed some original hurdles. It now comes as naturally to me as Actionscript3.


Joyrider is a return to my multiplayer space shooter, Star Sky, but with a very key component missing... The multiplayer. I am using Joyrider to learn C#, but it has turned out really good, so I went ahead and submitted it for publishing to the Windows store.