
Bases received a few upgrades.

One of the biggest upgrades, however, are the base defenses. There are now forcefields protecting the quickest routes in and out of the bases. They let friendly players travel through freely but severely slow down enemies making them easy targets.

However, in order to keep these defensive fields up, the team must defend their base’s generator (found deep in their base). When the generator goes down, so do the force fields — this leaves the base wide open until the generator repairs itself sufficiently and, in this defenseless state, it is much easier for the other team to make off with the flag.


Another new feature is debris that flies off when a player’s mech is damaged or destroyed. Most FPS games have blood splatters to provide evidence of a past firefight — SpaceJunk has, well… space junk. After a large firefight, the area will be littered with mech parts cluttering the space.

We picked up an environment concept artist and a 3D environment artist, so hopefully soon we will start replacing the solid blocks that currently make up the bases. I’m also happy to announce we finally have a sound guy who has began replacing placeholder sound effects and we have a domain for SpaceJunk’s future webpage at http://spacejunkgame.com, but don’t expect to see much up there until later this year — right now is crunch time to get the game presentable for IGF submission.




















