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