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A multiplayer WebGL space warfare game centered around moon bases and space stations.
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- On-and-around-moon space warfare
- Two Teams
- Aliens
- Humans
- Camera
- 3rd person chase camera
- Cockpit view with Oculus Rift support
- [three.js]: 3D Library
- WebGL abstractions
- [Physijs]: Physics engine
- [Socket.IO]: Client-server communication
- Server and client implementation of WebSockets
- [Node.js]: Multiplayer server
- Grunt.js: Task Runner
- HTML & CSS: Menuing
- Found: Space models from TurboSquid artist Angryfly
- Sent proposition for sponsoring project with free models on 8/12
- Found: Space buildings by Kvakling
- Found: Moon models/textures
- Needed: Star and planet skybox backgrounds
- Needed: Flare particle sprites
- Needed: Explosion sprites
High speed, maneuverable, moderate damage
Medium speed, not as maneuverable, heavy damage
Team A must launch an attack from their space station and invade Team B's moon.
- Team A has a space station slowly orbiting a moon
- Team B has an established moon base
- Team A must launch air attacks against Team B's moon base
- Team B must defend against team A's air attacks
- Team B must launch air attacks against Team A's space station
- Team A must defend against air attacks on its space station
- Respawn
- Ships spawn at space stations
- Respawn time varies based on team balance
- Team A destroys Team B's moon base
- Team B destroys Team A's space station
Both teams have space stations on opposite sides of a moon and must occupy bases on the moon to win.
- 5 unaffiliated bases are present on the moon
- 4 small
- 1 large
- Bases are occupied by installing turrets at turret positions on the bases
- Small bases require 2 turrets
- Large bases require 4 turrets
- Turrets
- Each ship can carry one turret at a time
- Each ship spawns at the space station with a turret
- Additional turrets can be picked up by returning to the space station or an occupied base
- If a turret position at a base is occupied by an enemy turret, the enemy turret must be destroyed first before a new turret can be placed
- A base can have both enemy and friendly turrets
- In this case, the base is still unaffiliated and cannot build turrets for either team
- Respawn
- Ships spawn at the space stations initially
- Ships spawn at random small base owned by team
- Respawn time varies based on team balance
- The large base and at least 2 small bases are occupied completely
Space combat death match with a central "energy field" that heals and upgrades players.
- An "energy field" in the middle of the arena can heal and upgrade ships that pass through it
- Spawn
- All players spawn once at a random location facing the base
- Players have a single life, last man standing wins
Two space battle stations happen upon each other and a battle ensues.
- Each team has a space battle station
- Each team must launch attacks against the enemy battle station
- The battle station has a fixed health value that does not replenish
- Spawn
- All players spawn on the battle station
- Respawn time varies based on team balance
- A team wins when it destroys the enemy battle station
- Open Parsec - 3D multiplayer space battle game for PC
- Herzog Zwei - 2D RTS game for Sega Genesis
- Wing Commander 1,2,3 - 3D Space Shooter
- Freespace 1,2 - 3D Space Shooter
- Video of Wing Commander
- Video of Freespace [Socket.IO]: http://socket.io/ [three.js]: https://github.com/mrdoob/three.js/ [Physijs]: https://github.com/chandlerprall/Physijs [Node.js]: http://nodejs.org/
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Normal Mapping
Add dynamic lighting to the models.
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Afterburners
Generates a lot of strategy concerning movement and mobility.
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Unlockable skins
Gives players an incentive to play longer, new players have the promise of progression.
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Leaderboard
Serves the same purpose as Unlockable skins. Creates a desirable "elite".
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Loadouts
Makes the game more tactical and team-oriented due to skillset compartmentalization.
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Headless Horsemen
Homing missiles. Require that you tail enemy for a few seconds to lock on. Rewards players who are good at tailing/dogfighting.
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Pale Stars
Ball Lightning projectiles that grow in size exponentially per distance traveled. Rewards players with good timing and spacial awareness. Can be employed effectively at long range.
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Vector
Railgun/like laser with indefinite range, and instantaneous damaging. Can pierce through ships. Rewards precision.
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Scream
Can overload your shields to produce a self-centered energy wave. Rewards mobile players.
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Vorpal Sword
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Worm's Cradle
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New Moon
Localized EMP burst.