cargo space
Cargo Space is a co-op 2D space game where you build a ship together and fly it through space looking for new parts.
I started development November 2022, and I have no idea when it will be done.
To get an e-mail when there's a demo or a Steam page, sign up here.
For updates on the game's progress, join the discord server or follow me on Bluesky.
I've written some devlog entries about the development of the game. They're usually pretty technical, but I always try to include some game footage and high-level features. Below are the entries from newest to oldest.
Cargo Space devlog #7 - Generating space backgrounds
I settled on an RNG crate, added "endless" procedural stars backgrounds, and made sure each run's star background was unique across runs and consistent for all players in a session.
More →Cargo Space devlog #6 - Steam integration, lobbies, chat
How I got side-tracked into implementing chat, adding Steam lobbies, wrestling logs out of Steam and made a tiny crate for turning crossbeam_channel messages into Bevy events.
Cargo Space devlog #5 - Adventures in physics engine development with bevy_ecs
I started filling in the gaps in my home-made physics implementation. In this post I go painstakingly detailed about my adventures in implementing one-way platforms and prematurely optimizing broadphase collision detection. Bonus yak-shaving sections on bevy_screen_diagnostics, and bevy_sparse_grid_2d
More →Cargo Space devlog #4 - Playing sound effects in a rollback world
I know there isn't supposed to be any sound in space, but I decided I didn't really care :) So I went ahead and added some sound effects to Cargo Space anyway... In this post, I describe the challenges with adding sound to a game with rollback-based netcode, and how I ended up solving them. I present my solution in detail so you could easily adapt it to your own rollback-based Bevy game.
More →Cargo Space devlog #3 - Sprites, de-syncs, cross-platform p2p, kayak_ui, cargo-deny
I drew a couple of sprites, added cross-platform multiplayer, added some ui using kayak_ui and fixed a lot of network-related bugs. Last time, I thought I would be able to take a break from the technical side. It turned out I was wrong. I had a lot of tough bugs, both with de-syncs, and NAT-traversal. I guess it's one of those reasons why they tell you not to make a networked multiplayer game.
More →Cargo Space devlog #2 - ship physics, networking, input
Cargo Space, my coop 2d space game prototype is chugging along. Since last time, I've added physics to ship modules, thrusters, terminals, and peer-to-peer multiplayer. In this post I'll go through the challenges I encountered and how I solved them. And some challenges I solved that I didn't really need to solve...
More →Cargo Space - devlog #1
I've been working on Cargo Space, my space game prototype, for a couple of weeks now, and I wanted to share the progress I've made so far... and some yak's I've shaved along the way.
More →Cargo Space - devlog #0
I started working on a new project, again, but this time, I really feel like it’s something I’d like to finish. So I’ll do something I rarely do, I’ll talk about my plans and goals for the project before I start. I’m hoping this will help me feel accountable for what I do, stay focused, and avoid excessive amounts of yak shaving.
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