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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 - Gun Classes, More Bullet Hell Testing, and More Guns

Recent weeks have seen more weapons added to the game, breaking them into classes (Fighter, Frigate, Cruiser, Battleship) and creating enough guns for maximum variety. Certain guns will drop from certain faction kills, or buyable from relevant faction space, and buildable in the Construction Bay.

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Recent weeks have seen more weapons added to the game, breaking them into classes (Fighter, Frigate, Cruiser, Battleship) and creating enough guns for maximum variety. Certain guns will drop from certain faction kills, or buyable from relevant faction space, and buildable in the Construction Bay.

With the focus on improving game performance on extremely high bullet creations.
Some video examples below:

This video is showing the games ability to handle a high number of collision events with a very high bullet creation count (approx 800 bullets per second), updating all vectors and its ability to maintain a consistent FPS.
This video is also showing the Charged Cobalt Burst line. With The fighter version of this line being broken into 4 stages, Single, Dual, Tri, and Quad. This then gets improved in the Frigate line and becomes the stronger Charged Cobalt Volley again broken into the 4 types, after that is the Charged Cobalt Barrage for Cruisers, and finally the Charged Cobalt Storm for Battleships. The video shows the Quad version of each of the Burst, Volley, Barrage, and Storm. The ship shown has 10 slots so it is creating 4x10 bullets every chance the gun is able to shoot. 40 bullets every 3 frames, and for 60 FPS that's 800 bullets / Second.


Another example of higher volume testing. The missile test has a lower bullet volume however it has the added process of adding the smoke effects on missile trails.

While not as Resource intensive, showing off some of the Charged Cobalt Flak line.

Beam weaponry works the same way as the machine gun type weaponry, as it is creating massive amounts of invisible bullets, combined with the beam image to give the illusion that the beam is the thing doing the damage, when in reality it is the invisible bullets. The beams fire a bullet every 1-2 frames.

Other weapon types that are not shown in this article include the Railgun, Electric, Pulse/Plasma, and Flame type weapons.

As always if the game interests you, and you would like to know more about the process I release devblogs each monday at: Youtube.com

Thank you all

Luke Parisi

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