Empyrean Frontier is a traditional RTS in development featuring massive space fleets, base building, and resource collection. Empyrean Frontier is built on a custom game engine, and aims to create an innovative strategy game that is still familiar to veterans of the genre.
The new version of this structure performs the same role as the old one, but the main difference is that we now have a much wider laser beam, allowing for more realistic better visual effects. When activated, the cannon now fires a single energy beam, which will continue until it collides with a planet or runs off the edge of the map, dealing heavy damage to any units in its path. I'm finally finishing the process of replacing all of the old placeholder models. For this update, I present the most complicated of these, the super weapon, which was first added more than a year ago. Since then I've significantly changed the base building system, allowing for much larger and more impressive models.
The interface still allows switching between two different attack styles: a wide beam for damaging fleets of spaceships, or a focused beam for destroying large targets, including small moons.
A much smaller version of the wave cannon structure is also available as a base defense.
Other Notable Changes:
- improved skirmish AI
- added several music tracks to the game
I'm afraid I'm significantly behind schedule of where I had planned to be with development, and I apologize for that. My next goal is still to finish up a playable demo for testing and feedback purposes. The last of the major content additions before the game gets to that stage is now complete, and the main things I'll be working on next are creating several tutorial missions and making a useful options menu for adjusting graphics settings.
Latest tweets from @galdorstudios
Rewriting the mission scripting code, actually breaking out the pencil and paper to draw new class diagrams for the first time in months.
Apr 15 2014, 5:19pm
Wrote a lot of new optimizations this week, game is running up to around 25% faster when there’s a lot of ships on screen. #gamedev
Apr 11 2014, 4:40pm
Apr 5 2014, 7:07am
It’s been a while, but I should have a more substantial dev update ready this week, assuming I can control my allergies for long enough.
Apr 3 2014, 5:17pm
Feb 21 2014, 11:49pm
Going back to 3D modeling for a while, sometimes I just have to switch things up to avoid getting stuck in those programming doldrums.
Feb 16 2014, 5:11pm
Fixed a text drawing bug and spent all day reformatting; making GUIs is tedious.
Feb 9 2014, 6:27am
@BarrageGame It's on high, but the UI takes up the same percentage on any resolution, it's also about the same size as Starcraft 2's UI.
Feb 1 2014, 4:33pm