I definitely agree, maps and nice graphics must be there to improve gameplay experience, not to hide a poor gameplay behind a nice texture.
I definitely agree, maps and nice graphics must be there to improve gameplay experience, not to hide a poor gameplay behind a nice texture.
There was a demo, but since I'm working alone was too much to maintain two builds and develop them and demo was not representing anymore the "full" one. As soon as I get a new pc I'll definitely post some gameplay and how-to. (My current pc just can not do anything better than screenshots, new pc will mean also improved graphics etc.)
I'm also planning an additional expansion of the aircraft building system but I can't reveal much right now.
And if you are asking: yes, in multiplayer you see what the other people built!
Awesome ships, "simple" was meant as "you can create your own ship" :D
You can do better than a simple VicViper, i'm making the game mod friendly ;)
It will be ready for public as soon as the new "bounty hunter" game mode and a new mission are ready :)
Yes, is better to do a thing once and well done than re do it when problems are coming, good model reference is part of a good documentation. A project without a good documentation has very low chances to be finished.
I know it can seem a bit overkilling for a single aircraft model, btw when aircraft count begin to be bigger than 4 and time passes, you can not remember how you made the last or the first, so using real life model the work speeds up a lot and makes every aircraft fit without getting mad on it. It took me a half of the time it would took to do it directly on the pc, try to believe :)
Ok, thanks for the feedback!
btw I'll pack into next demo release a log support and an how-to
for sending the log in case of problems :)
Ok, to make it simple, we have two ways:
- You can wait for the next demo release, that has lots of code cleaning, bug fixes and new stuff and see if it works.
- I can publish a patched "loader" that has to be placed into the game directory and a "console.log" will be generated and i can see what actually happens.
Just let me know :)
You are the second one reporting this, could you tell me your computer specs?
Thanks, please remember it's still in beta stage, and suggestions are very well accepted!:)
I have now finished the improvements on the mouse controls and things you said, will be in next demo version!
Thanks for the precious comment! Now working in it!
And, yes the music is temporary, i just need to find another way to make better music (i have no budget).
There is a "warning" indicator but as now, it is visibile when a missile is incoming.
Thanks again for this comment, i really apreciate constructive critique!
Thanks for the feedback!
I'm already at work for improve the aircraft handling, it's not easy to find a compromise between simulation and playability :)
Another thing is planned is to improve the general aircraft physics, with improved stall and falling.
Yes, mix the adventure part similar to Sky Odyssey, and someway a game style like the old Ace Combat games. Add some Sci-Fi and You got an idea of MorphShift Wars.
But there are some aspects I have added since I missed them in those games:
In Ace Combat I really missed a custom FOV. I made it in MorphShift Wars.
In Sky Odyssey I missed explosions, and firearms. MorphShift Wars got it.
Another thing You may would like to know, is that I'm planning to make it very mod friendly, so customization can go in a superior level. :)
Thank You!
I'm really working hard and I'm really happy to see comments like this!
Seems interesting! Can't wait to see it playable! Good luck.
That's very nice, any demo?
too late to edit.
here you can see the wireframe screenshot:
Indiedb.com
As you can see all the eyecandy work is made in the game engine :)
I'm re-making the specular map and the environment map. You can see her in the new video with cannons in action.
I'm also planning to improve the front design, and soon i'll post more pictures and a wireframe one if You appreciate.
Since i never heard of Darkstar One before, i guess is not :)
I have now seen the trailer, pretty nice game!
This ship design is derived by a mix of a submersible, a dragon's head (You can still see the horns in the back of the glass) and the reversed D shape wants to be similar to a bug.
It is kinda "wingless" because in first prototype of MorphShift, the player was able to mount his preferred wings.
That feature is now abandoned due to a change of engine and client-server structure.
I have decided to keep it wingless to have more animations to change its shape and (maybe) in future let the user make its own baseshape.
It is intentional, in fact in story is one of the most advanced and kinda experimental aircraft.When it morphs it mimics animal's behavior to better adapt to environment:
when thrusts it seems an owl, with large wings (You can see it here Indiedb.com)
when in water (for now is just a temporary animation) it assumes a fish-like behavior.
And when it jets it will be like an hawk when pitches down.
On the other side, the true story about that model is that was born as a dragon model then i turned it in the aircraft I was using as dummy player in my past (never released)games I used it on and on so I'm also a bit attached to it :)
In part true, in part wrong :)
You will blow up futuristic planes but is not in a steampunk-fashion.
Aircrafts can change shape due to a new kind of metal that is also the cause of the MorphShift War (more to be revealed).
Thanks for tracking and commenting!
I'm glad You like it and yes, it is meant to be an old style one :)
I have already written 9 missions and a main storyline that I will publish just after the deathmatch demo relase. I just have to add some more story details to give more freedom to the player.
Thanks for proposing You for help! If I'll need it I will let you know.
Axe_Eel
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