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What do you think?

Will you publish early versions? I'd like to play

i have made a video on this game completed level 1-4 its awesome

I WANT THIS GAME

I'm excited level editor.

I like level editors anywhere

pleasepleaseplease. RELEASE ITTTTTTTTTTTTTTTTTTTTT

Game Soundtrack

10 songs

Supporters


Rocket Shipment is a tricky physics based rocketship delivery game with an integrated level editor.


Join the Discord community and help me improve the game!

The game now also has a Steam page!
GameJolt does not support giving a Steam key on purchase. If you desire to have a Steam key as well, please buy Rocket Shipment on itch.


Rocket Shipment is a fresh take on the old space classics like Lunar Lander, Crazy Gravity, Solar Jetman and Gravity Force to name a few.

Fly, grapple, puzzle and refuel all while exploring caverns and fighting gravity in this physics based delivery game.

If the main levels are not tough enough for you, make your own with the in-game level designer.

Haul stuff around

release_announcement.gif

Build your own levels

new_editor.gif
  • Deliver crates while running out of fuel and being shot at

  • Navigate a spaceship through tight and challenging spaces

  • Play a range of challenging levels

  • Use the level editor to make your own

  • Pure physics based fun

#scifi #puzzle #singleplayer #pixelart #space #spaceship #retro #strategy #caveflyer #cave #flyer #moonlander #lunar #lander #arcade #platformer #leveleditor



all-ages

The tile collider generator is almost working perfectly! I've implemented the colliders to be updated whenever I add or remove a tile.

I'm very happy with the result so far!

Left you see the old system which uses a seperate collider for every tile. Right you see the result of the WIP tile collider generator that generates a single collider for a group of tiles.
I hope to share some nice crate physics gifs when this is done.

I'm getting more and more tired of all these problems with physics.
Since the collider for my crate is a bit complicated, the physics system is protesting.

Struggles, struggles...

As you can see I've implemented friction!

I'm stoked to start testing some stuff with this renewed physics system I implemented. Right now I'm building crates that can be hooked and pulled for transfer later in the game.

https://www.youtube.com/watch?v=pDIVjF80YLo

Verlet is implemented. The collision detection and resolution is going pretty well, but I still have some annoying bugs to iron out.

For example, the ship sometimes falls through tiles a bit and launches itself.
I also need to implement friction.

YouTube
https://www.youtube.com/watch?v=pDIVjF80YLo
youtube.com

Refactoring to use Verlet and rigidbodies.

It may all look the same, but I have upgraded my collider code and have now set up all basics for moving colliders by their points.
Here you can already see the systems rotation and acceleration through Verlet.

I now implemented scrolling!

I still need to implement scrolling boundaries and maybe a scrollbar, but this already really excites me.

In this GIF you can also see a few other improvements I made such as the new button texture and a screen header title.

I updated the placeholder graphics for screens with close buttons!
I'm not completely sure if this is the definitive design, but it looks hella better than it did before.

I have now set up a system for managing multiple screens.

I still want to add functionality to activate screens when they are clicked on, but I will save that for later.

I think I will now focus on making a basic level and program some game mechanics.

I've worked on a text input that is now working nicely.
As you can see I implemented it in a save screen which now saves the current level on disk with the entered name.
Now to update the loading screen with the newest level data...