End of Day One
Well, it’s the end of day one now… haven’t worked on this a whole lot ( about five, maybe six hours in total?), to be honest, but I’m reasonably pleased with what I have so far!

There’s a funky maze like cavernous system to the east of the player in that screen shot… the building is a research centre, of which there’s another one in the caverns that you’ve to find to rescue the peoples in there before the moon destabalises. Rescue them by landing on the pad ( the thing in the middle sticking up like a sore thumb. )
Those red things are nasties ( there’s a few different types of nasties, and there’s a number of different attack paths they take as well ) which can be shot cause if they smash into you, you take some damage and eventually explode ( same with careening into the walls, which seeing as the ship’s currently a nippy little bugger, you’ll be doing a lot ).. luckily, the research centres will repair you a bit.
There’s 28 ( count ’em! ) main cavernous screen types ( not all are in the demo just now! ), and plenty more derived from them – adding beastie spawn points, research stations, and all sorts.
Of the core gameplay, I’ve only really got the picking up of researchers to do, then it’s just implementing some fonts to track score, health, time and create some fiendish level designs and appropriate bleepy-bloops!
Current tech-demo is here: http://www.stuckiegamez.co.uk/gamez/ludumdare/ld15/MoonsOfSubterrane.7z with cursor keys and “z” to fire. There’s GP2X-Wiz and Dingoo binaries, though they run a tad slow just now and I haven’t set the controls up properly yet. The linux binary is AMD64 compiled and the Win32 exe was compiled and tested on Windows 7.
Now for some sleep…