Blueprints #12 - Alternate Uses


Hello everyone! Welcome back to Blueprints, where I explain some of the design decisions of Aerostrike. It has been a while since my last post. In this issue, I'll explain how and why certain weapons have non-combat uses.

Combat is a big part of Aerostrike. Taking on large squadrons of Rebel forces (or the UHG in Rebel Ops), and pushing your ship to its limit. However, exploration is also a very important aspect of the game. You're in a very large underground base with lots of rooms to explore. There has to be a way to interact with the enviroment to make the setting of the game more than a couple of walls. And one way this is achieved is through the same equipment you battle with.

Certain weapons in the game can interact with objects in various ways. The simplest case being Door Blockers and Locks. They hold doors shut, preventing the player from progressing, and have to be forcefully removed. A blast from a rocket, or the intense focused heat of a Laser Beam can take care of them. Some cracked walls can also be destroyed with explosives to open new paths. There were plans during development for more interactions, like using the laser beam to cut thin wires and chains, but they were cut from the game due to various reasons, like complexity and time constraints.

But not all interactions are destructive. The Energy Cannon can charge up Generators with additional power.  This allows the player to activate doors and reach new areas, at the cost of also activating defense systems, like turrets. On the other hand, EMP Rockets can drain power out of Generators.  This will shut down various doors and turrets in the current area, and may even deactivate reinforced shield walls. Just be careful not to leave a generator without any power, or doors will shut down and leave you trapped. One thing I would have liked to do was include more non-combat uses for weapons, perhaps in a possible sequel to the game. 

That about wraps it up talking about the Aerostrike for the time being. But not everything in the game revolves around physical objects. What about the music? That which moves us with its rhythm and beats? Join me next issue to find out. Stay safe, Pilots!

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