Super Collider
Super Collider is a space shooter with a dimensional twist. I originally started this project back in university using javascript and P5.js in an attempt to add better physics to the classic genre, starting from complete scratch. Now using Unity's built in physics engine, I've expanded on the concept to create a 3D player-space while keeping the 2D gameplay of the original.
The view is still top-down, but the player and all entities/obstacles orbit about a central point, creating a 3D space that feels two dimensional. This allows the player to see actions occuring on the other side of the spherical game space. There are multiple orbit levels as well, so players can also see actions occuring below them.
Several other features have been added to bring the feel up to modern standards, such as 4-directional strafing, brakes and stabilizers (since turning has inertia), dodge maneuvers, ship health, and weapon configurations. The intent was to create a meaningful ship customization system, so it has been built with modularity in mind.
Early Prototype
This early prototype was set up to explore the feasibility of a top-down space shooter in spherical space. It did not have modularity or resources and was set up purely to test physics and movement in spherical space.
Devlogs
Devlog 1 - When I was satisfied with the prototype, I began building up the ship's component and resource logic. Everything here is built from scriptiable object definitions with parameterized functions that establish their characteristics based on one or two inputs. This way I can easily create component variates that are essentially balanced; i.e., their advantages and disadvantages may be different, but they are all equally viable (or inviable). While I was setting this up I saw the oportunity to add depth to ship construction by allowing players to add additional engines and even mix engine types. It felt like a bit of a time sink at first but the same logic structures were used again in the thruster system placement and I'll probably have another opportunity to reuse it with weapons systems.
Devlog 2 - With much of the core logic for the ship components in place, I was able to sink my teeth into the rest of the component systems. This devlog covers several systems I was able to rapidly implement, as well as an expansion of the spherical space concept to include multiple layers of orbiting space. It's still a bit rough, however, I think it adds a lot of depth to the gameplay.