Helion by srakowski

[raw]
made by srakowski for LD 41 (COMPO)

helion.png

Helion

Life as a trader/miner in the outer rim is tough. With fully automated trading systems, it's just you and the computer jumping from stations to asteroid to station, buying and selling goods and mining to make a profit!

Helion is a first-person space trading and mining game. Due to time constraints it also ended up being endless and casual. It was inspired by the 0x10c concept, wolf32, Elite, and Oregon Trail, and Minecraft.

Written in C# and MonoGame

Controls

Up, Down, Left, Right arrows for moving/turning. Alt+left/right to strafe. Enter, 0-9, when interacting with the ship computer Space bar to mine in Asteroids

Gameplay

Not much game play to speak of, ran out of time before I could fully flesh out the trading & mining systems. I wanted to add oxygen, heat, and power levels to the HUD when mining, and make mines extremely large with the ability to build units for life support. I also had some larger ships planned with upgrades. All-in-all, too ambitious for 48 hours considering I started without any defined engine :P.

Find the ship computer and use your initial credits to purchase a ship.

Then purchase some goods if you like to resell at other stations.

When you're done, enter your ship at one of the docking bays.

Use the ship's computer to navigate to an asteroid to mine (fills cargo with ore/gems when not at capacity), or another station to sell the goods.

Stations are associated with colonies of 3 types. Type1 colonies will usually pay a premium for medicine and computers. Type2 colonies have stable economies and pay mid prices for all commodities. Type3 colonies will usually pay a premium for food and textiles.

Build up your credits and purchase the upgraded ship I haven't played it enough to buy the upgrade, it could have issues.

Lather. Rinse. Repeat. The gameplay is definitely lacking :(.

Ratings

Given 6🗳️ 0🗨️

Feedback

creepyounguy
23. Apr 2018 · 17:42 UTC
Doesn't fit the theme at all but is definitely impressive given the time span. The controller is good and I can see how the game would flow but doesn't really have any real gameplay yet (no way to win or lose) and it isn't really fun as there are no rewards or challenges. This is definitely a good start for a larger scale mining/simulation game.
🎤 srakowski
23. Apr 2018 · 23:07 UTC
@creepyounguy I couldn't have said it better myself :)
sorlok
01. May 2018 · 03:20 UTC
Really neat (although you probably should have opted out of theme). The concept is cool, and I wish you had more time to expand on it. I liked walking around on the ship, and mining was interesting.

The computer screens could have used some aliasing or fake scanlines (was hard to read it). Also, binding to arrow keys = bad, since they often ghost. WASD preferred if possible!
adhesion
01. May 2018 · 03:32 UTC
Cool - even though the gameplay is minimal it's fairly solid. I wish there was some way to easily figure out prices at other stations, it felt tedious to try to go to different ones to see them so I didn't really bother. Would be helpful if there was some clearer indicator of where your ship is too, would help the player feel a bit more situated I think. Controls worked decently well (although strafe didn't seem to work?) and I might have preferred standard WASD/mouselook controls. Also some more reactivity on doing actions would help gamefeel, such as animations/sound when mining for example. Still this seems like a start to a pretty cool game, keep it up!
MacDoom
02. May 2018 · 18:18 UTC
I would loved seeing something through the window to keep track of the different locations.
This piece is a really good base mechanics for a bigger game. It's a good idea overall.
Keep on!!