New to Negspace? Here´s an introduction:
Now, translate it to 4 players splitscreen!
Under the hood, the system that powers the quests under the hood kept growing:
Added a new minimal UI that integrates with the node system. It delivers the messages held by the nodes to the player as shown:
Two "Reach Area" nodes and their corresponding goals.
The resulting in-game action
Ever wanted to flick a building sized switch with a spaceship?
Added switches and pressure plates, both simple additions with plenty of use cases. They can manipulate specific machines (just a door in these examples) and are easy to set up while building levels.
In what´s my favorite of this set of updates, ships can now be crushed!
As soon as I introduced the behemoth ships, I wanted to be able to crush ships. It just didn´t feel right that pressing a much smaller ship against a wall did not have major consequences, killing the whole "scale contrast" idea. Crushing fits just naturally due to the claustrophobic nature of the internal sections of the game, and the feeling of "physicality" of ships in space that I´m aiming for. Plus, knowing that one´s ship can be crushed introduces an extra layer of strategy while piloting.
Afraid of elevator doors?
Got your interest? Get your steady dose of Negspace GIFS --> Twitter and Facebook.
Want to play the game? Subscribe to the newsletter and be noticed once it´s done!
Want more details and nerdom? Visit the Devlog ( 30k+ reads and 50+ updates already)
Want to help? Spread the word!
Procedural psychedelia, nodal quest editors, presents, shader ports and France!
Taking a break from bigger picture design, figured there´s no way I´m launching a space game without turrets you can board from your ship!
On Rock Paper Shotgun deciding this is a contender to best shooter of 2015, appearing at my first game show (and then a bunch more), getting feedback...
Labeled Negspace, Arcade Edition, a sneak peak of Negspace is now featured in Tecnópolis.
I'm seriously attracted to the gameplay concept. The recoils and sliding movement would definitely take some skill to master. Lets not forget about the beautiful art style and the lighting mechanics are all very clean to look at. Plus if you add a lot more offensive/defensive options. This'll even be more awesome.
I would suggest a few ideas, but I don't know if this would be the right place for it or whether you already have a documented compilation of detailed planned-content. (i.e. Special Ships with decoy escape pods that releases them in multiple directions to distract your foes when you escape). If it's the latter, I think people would definitely also love to see what you have in store.
I've roughly browsed through every link on this page with info on the game, but I couldn't find what inspired you to call it Negspace? Interesting name though, is it an abbreviation of 'Negative(s)'?
Anyways, sorry for such a long post. Definitely tracking this stunning game!
Thank you! Negspace goes as an abbreviation of Negative space, a crucial concept in art that I think translates nicely to matter in space ( En.wikipedia.org ).
Looking forward to hearing your suggestions, I think the devlog ( Forums.tigsource.com ) may be the ideal place for that, but it´s up to you :)
Will it just be split screen or there be some online matchmaking?
Going for split screen only right now! Matches are extremely fast and fluid, wouldn´t want to make them wobblier to accommodate for possible lag. Plus, of course, having friends making weird noises close to you is a big part of the fun.
Looks super cool! Are you using an engine/framework or is this made from scratch?
Thanks kurainisei! It´s being done with Unity3d. You can find lots of dev details over here: Forums.tigsource.com
Looks interesting. Keep it up :)
Thanks for the heads-up! Saw your post on the devlog first.
Looks really awesome! I like the retro futuristic style... Greetings from México
Gracias! Stay tuned :)