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A 2D Space RPG / Space Shooter bringing elements from games like Freelancer and combining them with popular modern elements such as random loot, leveling and a skill point system. Market, Trade, or fight your way through 73 unique Systems with over 500 unique locations spanning the 5 Factions. With a story bringing the player through the 5 factions and their ideologies, it is up to the player to decide how the story will end.

Post news Report RSS Lords of Delusia - Current Progress with Alpha Gameplay Video

Recent weeks have seen more ships, now currently at around 60, with another 80 to go. Megaboss functionality has also been completed. Code optimizations for the collision and sound management improving performance dramatically.

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Recent Updates to Lords of Delusia have been around Code Optimization and Ship creation.
Changes to collision have improved game performance massively. Where prior to Optimization the game sat at 30 Frames Per Sec at 3840x2160, the game now holds a steady 60 frames at the highest resolution.

Sound Instances are also being handled properly and have increased overall performance.

Most of the time however has gone toward creating more ships, and breaking them down into classes.

The ship class structure works as follows:
Fighters: Level 1-20 Ships with costs from 0-200k Credits
Frigates: Level 21-40 Ships with costs from 350k-1mill Credits
Cruisers: Level 41-60 Ships with costs from 1mil - 3mil Credits
Battleships: Level 61+ Ships with costs from 6mil+

Balance was starting to be considered with the following break downs:

/* DAMAGE (MGS = MachineGun)
* LEVEL 1-10 ~ 1-40 damage MGS 1-8
* LEVEL 11-20 ~ 40-100 damage MGS 5-12
* LEVEL 21-30 ~ 100-250 damage MGS 10-20
* LEVEL 31-40 ~ 250-1000 damage MGS 20-50
* LEVEL 41-50 ~ 1000-2500 damage MGS 60-200
* LEVEL 51-60 ~ 2500-5000 damage MGS 200-400
* LEVEL 61-70 ~ 5000-10000 damage MGS 400-1000
* LEVEL 71-80 ~ 10000-25000 damage MGS 1000-3000
* LEVEL 81-90 ~ 25000-100000 damage MGS 3000-8000
* LEVEL 91-100 ~ 100k+ MGS 10k+
*/

/* SHIELDS
* LEVEL 1-10 60-200 HP costs ~ 5-8k
* LEVEL 11-20 200-500 HP costs ~ 8-20k
* LEVEL 21-30 500-1000 HP costs ~ 20k-45k
* LEVEL 31-40 1000-5000 HP costs ~ 45k-80k
* LEVEL 41-50 5000-10000 HP costs ~ 80k-150k
* LEVEL 51-60 10000-25000 HP costs ~ 150k-250k
* LEVEL 61-70 25k - 50k HP costs ~ 250k-400k
* LEVEL 71-80 50k - 250k HP costs ~ 400k-8mil
* LEVEL 81-90 250k - 1mil HP costs ~ 8mil-40mil
* LEVEL 91-100 1mil+ HP costs ~ 40mil+
*
*/

/* MISSION REWARDS
* Level 1-10 ~500 - 4k
* LEVEL 11-20 ~4k-25k
* LEVEL 21-30 ~25k-40k
* LEVEL 31-40 ~40k-75k
* LEVEL 41-50 ~75k-100k
* LEVEL 51-60 ~100k-140k
* LEVEL 61-70 ~140k-200k
* LEVEL 71-80 ~200k-500k
* LEVEL 81-90 ~500k-1mil
* LEVEL 91-100 ~1mil+
*/

Shields now have Recharge Rate on top of Hit Points which allow for modifiers to be based of recharge rate.
Engines now have Agility on top of Move Speed. Agility affecting how quickly the ship can move around the screen, and snap to max velocity. Move Speed affects how quickly the ship moves to its warp active location, and how fast the background, enemies, and allies move.

The full functionality of the boss fights in the war zones has been completed as well. Visual feedback still needs to be adjusted to bring out the fights a bit more, but the main stuff is there. The boss has Weapons and a Core which needs to be destroyed. Once the core is destroyed the boss is defeated and the player can dock at the nearest planet again.

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a52

A full gameplay video is up, showcasing where the game is at in its current build, briefly showing all the features that are currently in the game.

Thank you all
Luke Parisi

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