Lovers in a Dangerous Spacetime is a 2-player co-op micro-platformer set inside a pink Death Star locked in battle with hordes of space baddies. Players work together running back and forth between ship control rooms, manning turrets, lasers, shields and thrusters to rack up points and stave off a vacuumy demise.
In mish-mash terms you could describe it as Jumpman meets Asteroids meets Han saying "Don't get cocky."
GDC 2014 was yet another amazing experience for us here at Asteroid Base. Going in, we didn’t think we could top our stint in the IGF and at Unity’s booth last year, but after five days at the Indie MEGABOOTH and a day in the OMDC GDC Play booth, talking to hundreds of developers, our minds were pretty blown. // More
The simplest approach to pausing your game in Unity is to set Time.timeScale = 0. While the time scale is 0, Update methods in your scripts will still called, but Time.deltaTime will always return 0. This works well if you want to pause all on-screen action, but it is severely limiting if you need animated menus or overlays, since Time.timeScale = 0 also pauses animations and particle systems.
Asteroid Base is off to GDC for the week, and we will have a new demo of Lovers in A Dangerous Spacetime for all to play.
Well, if you’ve ever played the game before, we will be debuting loads of new content: New levels, new bosses, new baddies, and a new 1 Player mode where you team up with a loyal space-pet.
The game will be at the Indie MEGABOOTH Showcase all week on the 3rd floor of the Moscone West Hall. For those of you who would like to meet with us, we will be there on Thursday March 20th from 2PM – 4PM.
More info at Indie MEGABOOTH.
Additionally, we will be demoing the game at the Ontario OMDC booth at GDC Play on Wednesday March 19th from 2PM – 4PM and we will also be available then to talk and meet with everyone.
Demo Times: Monday – Friday: Indie MEGABOOTH, 3rd Floor Moscone West Hall Wednesday, 2PM – 4PM: Ontario OMDC booth, GDC Play – Booth PL 306
Meeting Times: Wednesday, 2PM – 4PM: Ontario OMDC booth, GDC Play – Booth PL 306 Thursday, 2PM – 4PM: Indie MEGABOOTH, 3rd Floor Moscone West Hall
Whenever I buy a new “Art Of” book, no matter how great the concept paintings are, I often wish I could also see the earlier, rougher, uglier stuff that must exist from when the designers were still batting around ideas and trying to figure out what they were making.
On that note, here are some sketchbook pages from the past year-and-a-half of Lovers development. Working on paper, without an undo, helps to focus on the broad decision-making stuff and avoid getting bogged down in details. My sketchbook drawings have gotten rougher over the years as I’ve moved more mid-stage work to the computer, so with that warning, let’s dive in…
We’ve had ground-based enemies, which we call Walkers, in Lovers since way back in the days of the GDC 2013 build. Until recently these enemies have been tethered to spherical (well, circular) planets, so programming their movement was simply a matter of ensuring that their distance from the center of the planet was constant and their velocity was tangential to the vector from the enemy’s position to the planet’s center. However, as we continued to add new scenarios for players to experience we needed Walkers to be able to traverse more exotic terrain. Being the lazy developers that we are, our first attempt to implement a more robust walking algorithm was the simplest and most naive that we could come up with. Luckily for us, it worked out pretty well.
Following up on Matt’s last devlog, I’m going to wrap up our character creation process by discussing how we are rendering the characters in Lovers in a Dangerous Spacetime. Warning: It’s very Unity-y. // More