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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.

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Cruiser Artillery Cannon cruiser GUI super weapon firing
Blog RSS Feed Report abuse Latest News: Improved Superweapon

4 comments by GaldorStudios on Apr 5th, 2014

Updated SuperWeapon: 
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.

updated superweapon 1

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.

updated superweapon 2

A much smaller version of the wave cannon structure is also available as a base defense.

wave cannons

Other Notable Changes:
- improved skirmish AI
- added several music tracks to the game

What's next?
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.

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Post comment Comments  (0 - 10 of 19)
robodude22 Apr 5 2014, 11:40pm says:

No worries; I've been watching the updates since I heard about this game. Jesus christ that superweapon is epic. And I like the music I hear while it charges up and fires!

Just wondering if you have been using music from machinimasound.com?

+1 vote     reply to comment
Geoffrey513 Jan 12 2014, 4:05pm says:

how goes it?

+1 vote     reply to comment
robodudealt Nov 22 2013, 12:18pm says:

Hey, just checked out today's update. But I have been wondering if you have been considering adding fitting music to the Empryean Frontier game. I know a site that has some pretty decent music as well:


Royalty free for use. Just a suggestion

+1 vote     reply to comment
GaldorStudios Nov 23 2013, 12:28pm replied:

Yeah, music is something I’m still not entirely decided on. There’s a chance I might get some original compositions, but if that doesn’t work out I’ll use some kind of royalty free music. Thanks for the link, I hadn’t heard of that site before.

+1 vote     reply to comment
robodudealt Oct 19 2013, 5:17pm says:

Loving the new systems (Formations, fighters moving in place etc)

you should try making the bigger units move around a bit, just much slower though.


+1 vote     reply to comment
GaldorStudios Oct 19 2013, 7:33pm replied:

Thanks for the kind words!

That’s a good point, and I really appreciate the input. After reading this I actually made a few quick changes so that all the larger ships will now individually change direction when moving and face whatever their current target is, rather than the whole group always having the same direction. As a result, that seems to make the larger ships look a little more natural in their movements and at least they move a little when they’re in combat. As for always moving like the fighters, I’ve considered having the frigates move around in some way, but they tend to look more awkward when they’re circling like the fighters or even just moving back and forth. The size makes it difficult to make them move too much without clipping into each other, and I don’t really want to increase the spacing between the ships in the same group by too much. I'm leaning towards keeping things roughly the way they are now, but I’ll keep trying a few different things to see if I can make them move around above/beneath each other in some interesting way. I want to at least change the way they line up in their groups since the front 3 always look like they would be blocking line of sight for the back 3, and the game does technically support full 3d movement.

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robodudealt Oct 22 2013, 9:12pm replied:

One thing that will really help you in development is to draw inspiration from other RTS games. Getting that mixture from many types of ship and structure designs can really flood you with some ideas.

Just be sure not to count star wars and star trek because... its just way too obvious xD

Hey, even the functions in other games may give you gameplay ideas!

- Different types of ships maybe? (tier system or ships with specific roles)
*something like broadside cruisers, electronic warfare, or just those ships with gigantic cannons that run straight through smaller ships xD

+1 vote     reply to comment
GaldorStudios Oct 22 2013, 11:13pm replied:

Yeah, that’s definitely something I’ve been doing. Check out some of the older updates and videos, the first update especially shows a good number of the ships and their combat roles. (a few things have changed since then, but not too much) The next update I’m working on is going to be mainly about weapons, so I’ll be writing about the ships as well in a bit more detail than before.

+1 vote     reply to comment
robodudealt Oct 19 2013, 5:13pm says:

Dude. I wish I could throw my money into your account, but I am too young D:

+1 vote     reply to comment
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Empyrean Frontier
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Latest tweets from @galdorstudios

Some visual updates to cruisers in Empyrean Frontier. #screenshotsaturday T.co

May 16 2014, 11:04pm

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

Updated superweapon in Empyrean Frontier firing a giant laser for #screenshotsaturday T.co

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

Updated tier 3 base defences in Empyrean Frontier #screenshotsaturday T.co

Mar 1 2014, 1:15am

Been working on some basic animations, here's the Command Center while under construction: #screenshotsaturday T.co

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

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