While the thought of building a really fun and interesting 3D game definitely crossed my mind, and even got me to the point of writing out a few pieces of documentation on it, I just couldn’t commit to it. So, instead, I decided to drop back into 2D mode while setting the bar pretty high with things that I want to get out of this. It’s definitely been a slow start due to flopping back and forth on a idea, but I’m moving now.
For this project I will be using C++, OpenGL, SDL, and Adobe Photoshop. My goal on the art side is to actually find an artist that wants to work on a project for fun. I also have somebody that will be helping me create audio for it. And I have somebody open to improve the design, if needed. There’s networking in action for you.
So this is a vertical scrolling shooter game. My inspiration for this project are recent titles released by Big Fish Games: Star Defender 4, Alien Stars, and others. I played several games, wrote several ideas, and added bits and pieces to the design that I thought were missing.
My approach to game design is rather simple. I have 4 principles that guide me through this process. In fact, you may have seen my prior logo (Made a few years ago; used to be on my GD.NET journal):

Blue: Fun
Yellow: Rewarding
Teal: Immersion
Red: Challenge
Once I have solidified a genre, I start thinking about how this game is going to reward the player, while being above all else, fun. I love rewards, and I see their effects every time I watch my girlfriend play a game, or my nephew. Players want candy, and they are more than willing to accept it. I don’t want subtle rewards, I want to see my rewards! So right off of the bat, I will be introducing a Ranking system, similar to the Military’s ranking. I’ve designed 10 different ranks that will take the player from the Enlisted side, and over to the Officer side.
What will being a higher rank achieve? Better, unique, weapons. A Captain will have special weapons that he/she starts the new mission with that a Private would not get. These include “Helper” ships that will flank the player, and as you progress, they will become stronger. This also leads to more advanced bombs (guided, and others) and shields.
The promotion system will be based off of several factors. The players kill to death ratio, time in rank, bonuses, and special kills.
Special kills are also a new addition. Consider this a bounty. On your screen you will have an image of who you need to seek and destroy. These are special creatures/ships and they will not go down easily.
I also plan to introduce quests to the game that will trigger between missions. These will involve capturing, instead of killing, specific creatures/ships… Destroying specific landmarks… Among other things. They won’t be hard, just something to add to the game that will give the player another option and a way to tie the player into the story.
And I have more that I will wait to share until I start making headway into this.
So, the programming started a few days ago. I haven’t devoted a lot of time to it, but that will begin to change. I had to spend some time re-developing how I do things since I’ll be using OpenGL for my graphics, and I’m still trying to piece that together.
I have a scrolling background and the game windows main panel. This is programmer art at its best.
I am running into some issues, already. The scrolling background scrolls without the panel, but with it, it doesn’t. The reason is because I am using display lists for the background, and simply drawing the panel. Well, to get the display list to scroll, I translate it’s position each tick. Well, when you translate, you’re translating the entire screen… I don’t want to do that… I also don’t want to burden the game by redrawing the polys each cycle. I seen on NeonHelium something regarding creating different ‘viewports.’ I’m sure this could be one way to fix this, but I really don’t want to go that way, yet. I’ll tinker with it some more.
Here is the first screen shot.

Game Window : Right Click, View Image for a Larger Size