Spaceboom is finally getting out in space!


Spaceboom 0.3 was finished, and I said "It's time for more maps", and then I thought "What would a space-themed game be if you couldn't actually be in space?".

Thus I started working on it.

At first I thought i should mute sounds that do not directly come from the ship you fly, but silence was disturbing. Realism sometimes suck, so I brought the sounds back, this time though I separated the sources into two groups. Those that should be muted (due to lack of air, cause you know, that's the medium sound travels through) are heavily muffled by a lowpass filter. The rest of them, which are sounds that come from the ship, are run through a different channel way less muffled than the first. The outcome so far sounds nice.

Another aspect that should be taken care of are the physics of the ship. I think it's ok to have that drag effect that slows you down while in the mothership (there is breathing air in there) but what about out, in space? There should be no force to stop your motion ever, unless you were to collide with an asteroid or planet, star, you name it. And this is another time I gave realism the middle finger, by simply reducing the slowing down force on the ship, and the mines it leaves behind. I didn't mess with ILE-2 projectiles as they still look and "feel" ok.

Another aspect, just to spice things up, is the fact that your ship is NOT actually made for space travel. It's built to work in environments of low to no gravity, but the oxygen reserves it's got are very limited. Additionally, the more you damage your ship the faster your oxygen will deplit. Space is dangerous.

I need to work a bit more on the particle system which shouldn't shoot flames anymore, and find a cool effect for the decompression chamber (or whatever it's called).

Next update will probably include 1 new map, for players to test this new feature.

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