Abstract
Problem: How do game developers transition from mechanical prototypes ("toys") to full games, and what's the value of maintaining a library of small experimental projects?
Approach: Tim Cain gives a one-year progress update on his hobby projects — particularly a Star Raiders-inspired space combat simulator — walking through the features he's added, ideas he's considering, and why he deliberately keeps calling it a "toy" rather than a "game."
Findings: Toys become games when they acquire setting, story, and purpose — not just more mechanics. Cain's space combat toy has grown significantly but remains a prototype because he's exploring systems without grounding them in narrative. He also highlights Star Control 2 as proof that RPGs don't need bipedal characters, suggesting vast unexplored design space.
Key insight: Building toys — small mechanical prototypes with no story obligation — creates a personal library of implemented ideas you can pull from when a real game concept emerges. The toy-to-game transition requires setting → story → mechanics, and skipping that pipeline means you're still prototyping no matter how polished the systems are.
Context
This is a follow-up to an earlier video where Tim discussed small hobby projects he calls "toys" — not games, but mechanical experiments. A year later, he revisits his space combat simulator and reflects on the toy-to-game boundary.
Space Combat Simulator Progress
Tim's primary toy is a space combat game inspired by Star Raiders (1979), one of his all-time favorite games. Since the original video, he has:
- Extracted and integrated authentic Star Raiders sound effects
- Added varied starting scenarios: planetary systems, space stations, asteroid fields
- Continued iterating on the core combat feel
Planned Weapon Systems
Tim has a backlog of torpedo variants he wants to implement, all building on the projectile-based combat model (deliberately avoiding instant-hit phasers to preserve the skill element):
- Gravity torpedoes — push ships away or pull them in
- Disabling torpedoes — temporarily knock a ship out of combat (sparkle and spin), enabling crowd-control tactics against larger fleets
- Virus torpedoes — convert enemy ships to fight on your side temporarily
Shield System Redesign
Rather than simple on/off shield visibility, Tim envisions a multi-layered visual feedback system:
- Shields start transparent, become translucent as they absorb damage
- They expand in size to increase surface area for energy dissipation
- Color shifts from deep red → bright blue → violet, representing higher-energy radiation as the shield works harder
- All of these properties are quantizable — shield capacity, dissipation rate, expansion factor — making them suitable for RPG-style upgrades
The Ship-as-Character RPG Model
Citing Star Control 2 as a key inspiration, Tim notes that RPGs don't require a humanoid protagonist — the ship itself can be the character. His upgrade loop:
- Destroy enemy ships → collect wreckage → analyze debris → unlock upgrades
- Built-in difficulty scaling: better loot comes from tougher enemies, so progression naturally demands harder fights
- Planetary exploration via shuttlecraft on procedurally generated terrain, scavenging ruins for analyzable artifacts
- Surface combat with a different model than space combat
Scope Awareness
Tim explicitly catches himself expanding scope and pulls back. When planetary exploration ideas led to thoughts about animated characters and first/third-person gameplay, he recognized this would blow up the project and defaulted to simpler shuttle-based exploration with procedural terrain — a scope-conscious decision even in a hobby project.
Why This Is Still a Toy
Tim's core framework for game development is: setting → story → mechanics. His space combat project inverts this — he's building mechanics first with no setting or story. By his own definition, this makes it a toy or at best a prototype, regardless of how many systems it contains.
He emphasizes this distinction not to diminish the work, but to be honest about what stage the project is at. A game needs narrative purpose; a toy is pure mechanical exploration.
The Value of Toys
Tim's closing argument for maintaining hobby prototypes:
- You learn coding and engine architecture
- You build a personal library of implemented mechanics ready to be pulled into future projects
- When a real game idea arrives (setting + story), you already have tested systems that might support it
- Star Control 2 proved decades ago that unexplored RPG design space exists — yet most RPGs still default to bipedal characters collecting loot. There's room for something different.
References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=CA7gIg5b6_8