Shoot down the enemies [Red] before they shoot down you [Blue].

[R] Restart (BUG: does not work when player died. Refresh browser to restart)
[Shift] Engine Throttle
[Caps Lock] Lock Engine Throttle
[LMB] Fire
[RMB] Swap Auto Cannon/Missiles

Gravity Simulation using Newtonian physics (inverse square law)
Ships gravitational calculations do not factor separation by distance (gravity force equal no matter distance), for game play reasons.
Floating point precision issues are alleviated by having the player at origin (0,0,0) and moving the rest of the solar system around them (recreating orbits similar to the ones described in the Ptolemaic/geocentric system).

Directional lights can not radiate in all directions so the sun light direction is calculated in a shader from a Vector3 position updated as the sun moves around the scene. Engine trail is a vertex shader.

Reticule is made with a canvas shader (new for Unity 2023.3). Parameters are sent in to procedurally animate the crosshair to the circle when swapping weapons.

Made all the sounds (the few there is) in Audacity.

Controls and UI could do with some more work, it's currently way too easy to fly away and get lost outside the solar system.

AI is really stoopid, but at least it doesn't fly off into the void (any more).
The AI and actual game loop only came in the last day of the jam (submitted 1 minute before the deadline,  7AM local time).

Comments

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(+1)

Really beautiful and convincing!

I took me a bit to get the hang of the controls, but I can imagine how much fun it would be once I was comfortable with them to explore the galaxy.

Great game!

Note: The hull outline shader apparently broke completely in WebGL when I added a second render feature with the blue color for friendly ships. Very difficult to see the ships at all now and impossible to discern friend from foe. Will update after the rating period.