- Preliminary game loop
- Multi-unit selection and movement
- Collision handling (i.e., damage dealing) with asteroids and enemies
- A firing mechanic - if the SPACE bar is pressed, all selected ships will fire in their forward direction
- Level 1 win and loss conditions
- Partial level 2 loss conditions
- Rudimentary Enemy AI, including:
- Detection of player-controllable ships
- Engaging of player-controllable ships
- Chasing of player-controllable ships
While not in the demo, we are currently working on:
- Adjusting the multi-unit movement to use flocking behavior based on Boids.
- Assigning the enemy ships patrol paths to follow
- And a few small gameplay-oriented tweaks, such as highlighting selected units, and finding idle units
Please note that in the demo, the first level is currently the only level that has win / loss conditions. Passing the level will lead to the second level, which currently appears similar to the first level - but without the win conditions of the first level.