

So up until now, this multiplayer map has basically been many random primitives scattered around. Finally, there’s actually some design applied to the level. I’ve designed and blocked out the basic layout of this map (meaning I’ve made a rough playable version with little or no visual details so that I can test game flow). It’s sure to change as development continues (which is why the visual details will be done later), but it’s a good start. Designing a level for zero gravity has been a challenge — compared to map design for most games (which have gravity), there’s an extra dimension to consider because of the freedoms given to a player in zero gravity. Because the players aren’t locked to a single axis, the environment needs to accommodate players in any spacial orientation (upside-down, right-side-up, sideways, and anything in between).
To make things even more difficult, there’s almost zero architectural references I can use. The only existing zero gravity architecture are space ships or space stations, which are essentially a series of connected tubes and suite an entirely different scale compared to Space Junk (where players pilot large mechs). I’ve found that almost all sci-fi really plays it safe and just throws gravity into any interior space a human might be in. So while it’ll be more challenging, much of Space Junk’s designs will end up being non-derivative.
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I’ve also added a nearby planet to the skybox. This was a chance to play with some shaders and effects that simulate atmospheric scattering — there’s also a normal map applied to give a sense of the planet’s rough terrain. It looks good enough for now but I’ve got plans to improve it later.

You can see the sniper rifle in action this video, but I’ve since redone the trail effect (now it is animated to dissipate) and I’ve also added ejecting shells. Small additions that look nice in motion.
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I’ve also confirmed Space Junk can be added to your Steam list (as a non-steam game) and works fine with the steam overlay to access friends and chat.
Another small addition is space dust — hard to see in these screenshots, but it’s basically small dust particles that give the player a sense of movement when it flies by. I’ve also added a screenshot key to make taking screenshots easier. Equipment is now selected like a weapon — this includes the grapple and repair kit. And finally, I’ve improved the HUD by providing info on boost/repair cooldowns and the status of the flags (whether they’re safe at home or have been taken etc). Still ugly placeholder art, but at least it is more usable now.


