1st Prize winner of GameJolt's Rogue Competition
A game by
Ted Lauterbach (rotten_tater)
featuring Music by
Visit Super Space Rogue at GameJolt
WADS or ARROW KEYS-------------- Move
Right Click -------------------- Switch between Navigation and Combat Modes
Left Click [in Nav Mode] ------- Interact
Left Click [in Combat Mode] ---- Fire
Journey through space in search of $50,000 to pay off your debt to an angry space overlord. Super Space Rogues spans across two randomly generated solar systems for you to collect minerals, defeat pirates, and buy upgrades.
Super Space Rogues was inspired by a plethora of different games and Scifi themes, and was blasted together in a little under 2 weeks for GameJolt's Rogue Competition. It is my first development effort using Game Maker 8, although I have been using Game Maker since version 4 point something or other. I decided to go full thrust with that nifty 'new' alpha transparency capability. The game has also gotten first place in the competition it was made for!
I've been playing this game for a long time, and I always loved its simplicity in multi-directional combat. The way enemy ships move in Super Space Rogues was inspired by Bosconian, although there isn't much resemblance between the two. A working title for Super Space Rogues was 'Vosconian'.
In Transdimensional Hellspider, you have a circular mode of navigation, and I thought it was brilliant. I'm not sure that Transdimensional Hellspider was the first game to use this interesting movement mechanic, but it was definitely the one that inspired me to use such a system in Super Space Rogues.
This has been one of the largest inspirations for me in game development for a VERY long time. Callisto is a now abandoned Game Maker WIP developed by Conman that was meant to be a large scale Real Time Strategy space simulation, where the player has the ability to claim planets to mine for resources and wage war. The demo that he has provided demonstrates his great vision with stunning images of planets, suns, and nebulae placed in a procedurally generated GALAXY. It's one of the WIPs in the community that simply captivates me.
It is no secret. Jabbot is just a reinterpretation of Jabba the Hutt. Klyde and Duke are essentially Han Solo, as they had to give up their cargo to save themselves.
You might have thought that the way they used their procedural generation might have inspired me, but Spore's planets were the source of my own planets. In Spore, planets always were two vibrantly contrasting colors to represent their land mass against their watered portions. I used a similar technique to draw planets of my own (with a small Tablet).
I hope that this was as much for you to play as it was for me to make! And as always, please post any comments or criticisms you may have with the game here in the forum!
Edited by rotten_tater, 01 February 2010 - 03:31 PM.