The Sentinels

Meet The Sentinels. They don’t hate you, but your continued existence is against their programming.  

Technology Tree

As the player explores the universe of Starcom: Nexus, they will become more powerful, able to tackle greater threats and dispatch earlier enemies more easily. The game features two progression mechanics, both […]

Alien Worlds, Part II: Interaction

In the last post I explained how the game generates endless interesting looking planets of various types. Game play-wise, I want planets to be a little like treasure chests in fantasy RPGs: […]

Alien Worlds, Part I: The Visual

No game about space exploration would be complete without planets. The original Starcom Flash game had them, but they were purely ornamental landmarks. There were a half-dozen or so bitmaps with […]

Orienting the Player in a Large 2D World

In a 2D world, whether top-down or side-scrolling, as soon as something moves outside the screen’s bounds, it’s gone. In a large universe where the player can freely move in […]

Havok Defense

In the original game, there was a “Havok Defense” passive upgrade that could shoot down incoming missiles and fighters, but was a fairly minor effect. In Starcom: Nexus, the Havok […]