Starwings is a project mainly written in JavaScript, it's free.
2D top down spaceflight/combat game written in js using the crafty js game engine
Starwings (working title) Last-modified: 08 May 2011 11:26:36 PM
Zachery Chin - Programming Chris Victoria - Art
2D top down space flight/battle game in javascript for HTML5 canvas using the Crafty js game engine.
next steps:
Flesh out the helm controller to apply thrust properly BUILD AND INSTALL NODE.JS to use this js vim plugin thingy. Write tests for physics component Build the engine component or object which attaches to the ship Create a function/system which converts from game units to screen units. see if I can use foo.Prototype to add functionality to objects? Tweak inertial dampner so it operates proportionally to veloctity. Actually might not want to do this, depends on how the feel of flight is when in use Attach animations to the player ship
Added unit tests (JS unit) Added main impulse drive engine Added inertial dampener to ship Added a few tests for util, sign function Worked out and integrated inertial dampener v1
Crafty uses _var as a convention to denote private variables for components. I've read that this isn't a good practice and have avoided using it in my own classes. However, as I don't know enough to extend crafty components yet I'll stick with their conventions for now.
What is the scale of the game? I'm not talking about the scope but what is the relationship between one pixel on the screen and game dimensions in kilometers ? I'm sure most games don't worry about this unless they're complex simulations but in order to get the right feel I do want some simple physics to apply to the objects in space. With that we have to think of formulae. With that we must think of units. With units we must think of scale. Am I overthinking things? maybe...
ver - 0.2