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FlyShootTrade is a Shmup RPG where the player fires procedurally generated weapons at procedurally generated enemies in procedurally generated levels in order to travel between procedurally generated planets (which house procedurally generated shops holding the aforementioned weapons,) in a procedurally generated galaxy. You fly, you shoot, and you trade. Simple stuff. At present, FST is deep in Alpha while both features and content are added.

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Having casually put time into FST off and on for over a year, I figure it's about time to get serious about this whole situation and allow a public presence to force me to stop dragging my heels when it comes to development.

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Salutations, IndieDB community! I'm working on FlyShootTrade, a Shmup/RPG that takes a little from Roguelikes, a little from Bullet Hells, and just a dash of inspiration from open-ended games like Sid Meier's Pirates or Mount & Blade.

I feel like I've been dragging my heels for far too long, so here's to hoping that going public with news and information will improve my work ethic.

This week's goals (Yell at me if these aren't done by 7/20/2014):

  • Get a stable build up so that I don't seem insane for making these claims (there's an old build from about a year ago on my site)
  • Change how enemy weapons and bullets are handled (from per-enemy to per-wave)

Current Features:

  • Procedurally generated weapons (~5 million? Ish? Per level?)
  • Procedurally generated enemies
  • Trade goods
  • Planets that accept those trade goods
  • Autosaves!

Planned Features:

  • A Storyline
  • Side Missions to distract from that storyline
  • More interesting weapon effects (homing, missiles, mines, the shmup classics.)
  • Copilots that provide passive effects AND BOMBS
  • BOMBS, I SAY
  • Equipment other than weapons. (Shields, drones, familiars, stat boosters, etc.)
  • Procedurally generated ships for the player
  • Bosses and minibosses!
  • Combat and leveling adjustments
  • Save games that aren't terrible!
  • Proper art and sound

Pie in the Sky Goals:

  • Factions, each vying for control of the universe.
  • A massive, sprawling space opera story with an unreasonable number of branching points
  • Copilots with personalities, backstories, and tasks for the player
  • Boss and miniboss generator
  • Player actions effecting planet economies
  • Co-op
  • Modding

Not all that much, really.

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