What's Next for RoboCaptain?

I’ve had the most fun working on this game than any other game project I’ve done in the last 5 years or so. I think I will just keep going with it for now and see where it takes me.

Just as a teaser, the screenshot above is some semi-working alpha code for the next version (0.3 or 0.4). I originally intended to have the Cloak and Jetpack systems in there as secondary systems. Eventually I decided that the Cloak was so much fun as a mechanic that it got promoted. But I ran out of time to add the Jetpack… which I think all good games should have.

We’ll also see how many of these original ideas I can get in eventually.

RoboCaptain (2012 7DRL) Prototype

I put up a playable prototype here:

It’s not a true “game” yet, but there is lots of “gameplay”. Only one (randomly generated) level, but I like the AI a lot. marines will keep their distance and apes will run right up and maul you.

For now the controls are: 
Movement – WASD
Rest / Pickup – SPACE
Cycle system – Q
Cloak/Uncloak – C
Shoot – Click
Melee Attack – Just bump into stuff, roguelike style

Q will cycle which sub-system is being charged. If you don’t want to charge anything, leave it on Power. 

Clicking on stuff in the inventory after you pick it up will use it (fuel cells), or equip it (rockets, melee weapons)

I think that’s it for now? I’m still on the fence about the cloaking.. it was not in my original design but I had an “invisible mode” for debugging and it was so much fun that I just made it part of the game, replacing the “engines” sub-system.

Obviously not finished but if you want to mess around with it I always love first impressions. The control system will probably change to numpad soon, so that you can move diagonally. I’ll also probably add a keyboard-only way to shoot stuff so you dont HAVE to use both keyboard and mouse.