A freeform space-based realtime strategy game where the player controls groups of starships and fighters. The game is built around a randomly generated starmap which the player must rid of all enemy ships. During this quest, stations around the map can be used to purchase ships, weapons and modules. The enemy will be trying to seize control of your stations, and take the sector for themselves. Through a variety of mission types, you must capture stations and push forward until the Dust Zone is safe once again.

Report RSS Dev Blog #6: I Hope You Like Lasers

This month's grab bag of new and improved stuff: graphics, gameplay and AI updates.

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I'm a few days late and a few features light for this month's update, but I still achieved the goals I set for myself, so I'm calling it a win.

Here's what's new!

My first target for this past month was to start a war... against untextured ships. It makes it much easier to show off things if there aren't great swathes on untextured polygons. Technically, everything was actually textured, just really, really plainly, so it was pretty clearly unfinished.

So, all the turrets in the game (just three at the moment) and the oft-seen "command ship" used in GIFs (alongside the smaller, already textured "Knight" gunship) now has its modesty covered with hull plating and a paint job.


But that's not the big deal of this month's update.

The main attraction is customisation - it's now possible to purchase ships and from space stations. As well as that, you can also purchase individual turrets, and attach them to the turret slots on each ship.

I'm planning further customisation where turret slots will be limited in the size of turret they can accept, as a ship's reactor will limit how many of the weapons can fire at a time. I'm also hoping to add modules that can boost the output of weapons and reactors, and a capacitor that can allow for more energy to be stored.


Finally, the target leading code still wasn't cutting the mustard, so I worked a bit more on it. Turns out I apparently wrote the code while asleep, because the maths was so wrong, it belonged in a museum of wrongness. It's right now, as you can see below.


Now, if you've been following the Fleet Twitter account, you'll have seen some of this already. If you haven't been following the Fleet Twitter account, then you totally should, because most weekends you'll find new GIFs and screenshots there, before they make it to this dev blog.

For example, you'll have missed this bug whereby I had far too many ships spawning:


Resulting in this:


If you don't use Twitter, or just don't want to follow, all the important stuff still ends up here, along with some blog-only bits that don't appear anywhere else.

I'll see you all back here in a month for Dev Blog #7! Until next time, spacers...

Comments
kev11106
kev11106

First person cockpit p.o.v.?

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DiscoJustice Author
DiscoJustice

I'm thinking about letting the player take manual control of a ships weapons, like "Naval Ops: Warship Gunner" on the PS2, so this is currently on the "maybe" pile!

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firstordergames
firstordergames

Haha, that ship is getting pummeled!

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Eomdor
Eomdor

This looks amazing.

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aryadips
aryadips

ouch! that bug hurts

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TKAzA Staff
TKAzA

When can we expect an alpha release?

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Nutter2000
Nutter2000

Wow! Looking good!

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ImperiaI
ImperiaI

Good texturing work!

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Dust Fleet
Platforms
Windows
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DiscoJustice
Engine
Unity
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