I think that some of you guys should chill a bit. Instead of telling me what I should/should not have in a wip one could just ask what I do have, or plan to have, as Bizar Guy and The crazy did.
This is a work in progress demo for a space sim I felt like coding as I work my way back into the programming principals I've long forgotten. I used to program in BASIC years ago but gave it up in favor of 3D art. I just picked up Dark Basic last week as a primer to get me back into the groove of coding again.
Space Bits is my flight sim wip as well as a testbed for any code I'm writing along the way, i.e.: the code for lasso-select, activated by clicking the left mouse button, a portion of which I plan to use transparently for some aspects I'm still building up to in Space Bit's code.
There is no story line. There is no 'game' or goal other than to design the flight sim as I see fit and so make it as fun as possible along the way. Ideally the end result will be something playable among friends, multiplayer or lan ideally, but that is all yet to be determined. I'm simply building the game as I go and 'ship_demo 11.16.05.exe' is only my third build after a weeks worth of pecking away.
As I said, chill and take it as it is. I plan to post more wips as design progresses, many of which may or may not make complete sense in the grand scheme of things. If my wips aren't for you then please take your comments someplace else. Understand that I appreciate critique but not the criticism.
As far as Space Bits, much of my inspiration for gameplay comes from classic Privateer, as well as bits of Freelancer. I will also be applying design concepts and local/global systems similar to EVE Online, which is probably what inspired me to start Space Bits in the first place.
I'm trying to mock up a mouse/gamepad control system I deep worthy of Space Bits but have been detracted the last several times by other ideas along the way. Expect to see some more interesting flight controls in the near future.
http://3dfolio.com