Thanks for your feedback Indigo.
Man this was one of my favorite games! Well kinda. I played a mac clone of it called space cab:
I'm glad that there are ppl who know the game
Haven't heard of that port through.
- I think you can get more creative with your taxi design. it reads a lot like a normal car.
- I think it'd be cooler to embed the platforms into the environment design of each level rather than have a standard platform. Just keeps things feeling more fresh and immersive
You're probably right with the taxi, I planned to have a couple taxis to choose from. I even thought about having customizable parts or some kind of upgrade system in the game, but this would be a bit to much for the game I think. I'll see what I can do to add some more variations.
- the UI elements themselves are good, but they feel quite disjointed from the rest of the game. I'm not really convinced you need a separate black bar for that content; you can probably float those elements on top of the gameplay area. You might want to assume in your level design that a certain portion will be covered by UI to keep that area clear of important gameplay elements though
The UI bar is something I wanted to keep because it's something almost every space taxi clone has in some form (examples below), so for me it is like a part of the game look and feel. But it's good to hear different opinions, I'll definitely do some more research here and try some things out.
- Can't wait to see how you'll theme the environment tiles - it'll have a huge impact on the rest of the elements.
I can't wait either, but atm I don't have much ideas on how to start with the tileset. I looked for some inspiration and found some interesting designs but I'm still not sure how I gonna have my on shot on these, maybe I'm missing the experience and talent to get something more complex like whole tilesets done.
Some examples of designs I like to draw some of my inspiration from (mostly color/mood wise):