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FIRST PROTOTYPE

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First Prototype

Getting something started.

By Nico
prototypedevelopment

Getting my hands dirty

This is the first prototype I’ve made in Godot and I’m actually pretty happy with how it turned out.

I also just switched to Pop!_OS on my personal machine and something’s been causing some performance weirdness. I’m confident it’s not the game though; I installed it on another machine to test and it ran great.

The prototype is basically the movement for a spaceship. I wanted it physics based so I can cause chaos later.

First prototype demonstration

About the prototype

Overall, Godot impressed me. I’m honestly shocked I pulled this ship controller off in a single day.

I watched a bunch of YouTube videos from other devs doing similar stuff, but none of them had the exact feel I wanted.

As an Elite Dangerous fan, I wanted something more action forward; but still 3rd person only; so I positioned the camera to show a lot more ahead of the ship.

The physics are tuned to feel snappy while still having a bit of “floatiness.” I’m using a spring arm and interpolating pitch/yaw. Damping + acceleration also take mass into account. I might add a button later that disables linear damping for cruising (or maybe I just change how the accelerator works depending on the direction this takes).

I want high action; so I can’t let the player lose too much control; but there could be moments where I turn the dampeners off and the spring arm locks to an axis so the player can watch their ship get tossed like a toy.

Very excited about the possibilities of physics based movement.

My Plan

I’m pretty settled that this is going to be a space game because:

  • Spaceships are easy to model and animate. Better ROI.
  • I love Elite Dangerous.
  • It’s a solid niche. I don’t see many piloting games lately.
  • Physics can drastically enhance emergent gameplay.

Current thought direction: roguelike-ish. Maybe like a MegaBonk in space.

But I also want to push deeper and elevate the medium a little; I’ll talk through that later when I have something more concrete.

Next prototype

Next weekend, if I have time, I want to prototype basic combat: enemies + weapons.

For the roguelike direction, I think I’ll go with auto aim + auto fire. But I’ll still give the player at least one manually aimed weapon so it doesn’t devolve into pure “fly fast + shoot everything on rails.”

There should be consequences and rewards based on skill.

Talk to you soon, Nico