New Explosions
We have been adding some new explosions to the game. Here’s a screenshot.
We have been adding some new explosions to the game. Here’s a screenshot.
I’ve been working on improving the look of the tactical and fuel displays. First up is the new Tactical Display. For player only there is now a gauge that shows the amount of power in the shield grid. This is useful to help keep track of shield system damage at a glance. The new fuel [...]
The weakest link of our game has been the characters for a long time. Well thats going to change. I’ve been holding off posting images of the new characters until I was sure the style I wanted to go with. I think of it as a manga style mix between Bleach and Gundam Wing. Not [...]
This is a work in progress. We are looking into adding damage to the cockpit’s video displays. This damage only occurs if the player receives extensive damage to the cockpit. The first screenshot is from the game, while the second is combination of two screenshots to show what the final effect looks like. The actual [...]
One of the difficult things about creating a game based on a genre from the 90s is that many fundamental philosophies of gameplay have changed since then. Back in the 90s, gamers would buy games like Wing Commander and they would read the generous manual that came with it. But in modern gaming, reading a [...]
I’ve been working on the 4th mission in the Beid System. A transport is having engine trouble in low orbit around Beid, it’s up to Banshee and his wingman to get out there and escort her to safety. This is one of the few missions that takes place very close to a planet. Here are [...]
Yes I re-worked the re-worked Corvette. We realized our poly count was probably lower than it needed to be, while out texture rez was probably at it’s max. So I want back and added in some details which more or less completely changed the Corvette. This took all weekend actually as I basically rebuilt it completely from [...]
I think a subtle height map adds a nice bit of detail. Its not perfect and we’ll see how the engine handles it. Also tweaked other areas of the texture.
Huge overhaul of the heavy fighter. I felt like it was too flat, and didn’t feel immersive like you were in the cockpit. I didn’t want to do a whole redesign so its got a lot of what was there just refined.
I have been working lately on the defense missions (both the designed and procedurally generated variety). These missions are not ready yet and will not be in the preview. The basic idea behind this kind of missions is to launch from your base and defend it against several waves of attackers. The difficulty in designing [...]