lava lamp?
I guess the fractal gods have watched starwars too?
So..... tell me you don't see two obvious heads / faces in there!
for any starcontrol fans.... sure looks like a mycon :)
It is.... but very slowly. I had to take some time to focus on other areas of life for a bit. I'm slowly getting back to it though. It WILL get finished.... this lifetime
Good suggestion. We will be starting to reach out to youtubers and such when we have a playable mini-segment of the game. We hope to include solar navigation, conversing w aliens, planet mining and combat -- so the player gets a good feel of how the game will play beyond just combat.
Thx for the feedback. I'm saving most difficulty balancing until we have all the ships in the game. There will be overly powerful ships on purpose for the key races in the game who are more advanced and integral to the story arc.
Oh, I forgot that chrome disabled plugin support recently. To enable it:
--
Chrome v42 they have disabled the NPAPI support, but the good news is you can enable it again.
Paste this into chrome: Flags
Hit activate on that item
also activate native-client underneath.
Bingo Unity works again :)
If anyone wants to have a go at controlling the Benev against the Krex AI ship:
For added fun, I left on the planet procedural debug mode. hit f12 (or ALT f12 in IE) to randomly generate a new planet. If you are playing the last build w/ a gas giant F11 randomly generates a new gas giant.
If anyone wants to have a go at controlling the Benev against the Krex AI ship:
For added fun, I left on the planet procedural debug mode. hit f12 (or ALT f12 in IE) to randomly generate a new planet. If you are playing the last build w/ a gas giant F11 randomly generates a new gas giant.
Hi All,
I would love to get some feedback on controls and AI. Please note this is a combat only build, not the full game, and still quite early. It is also set for GAME-CONTROLLER controls by default. HOLD DOWN FIRE for long range shots.
To change controls.
(default controls are setup for a game controller)
F1 (Alt F1 for IE browsers) for keyboard only (wasd and >? or arrowkeys and zx)
F2 Mouse and Keyboard (ship rotates to mouse cursor. arrow keys or wasd to thrust/strafe
Since this is out of context and in the full game you would learn to pilot ships slowly, the difficultly will likely seem quite high. The AI in this build is in difficuly mode, and is a faily difficult ship. If you die just refresh the browser page to retry.
Controls of your ship. Movement w/ left stick of controller (or mouse/kb as noted above). Button 1 will fire 3 side flak cannons. Hold that fire button down until you want to detonate the warheads. Steer the warheads during flight with the left stick. Button 2 fires a forward pulse weapon. It will repel the enemy and do a good bit of damage. It can also be used to deflect enemy lighting attacks. Strafe with the top shoulder buttons. Engine boost with bottom shoulder buttons (drains energy very quickly).
Note this game is targeting Xbox1, PS4, and Steam, not a webbrowser. Web-builds are just easy to get feedback on. I know they are not ideal.
Thanks in advance for any feedback you can give :)
Hi All,
I would love to get some feedback on controls and AI. Please note this is a combat only build, not the full game, and still quite early. It is also set for GAME-CONTROLLER controls by default. HOLD DOWN FIRE for long range shots.
To change controls.
(default controls are setup for a game controller)
F1 (Alt F1 for IE browsers) for keyboard only (wasd and >? or arrowkeys and zx)
F2 Mouse and Keyboard (ship rotates to mouse cursor. arrow keys or wasd to thrust/strafe
Since this is out of context and in the full game you would learn to pilot ships slowly, the difficultly will likely seem quite high. The AI in this build is in difficuly mode, and is a faily difficult ship. If you die just refresh the browser page to retry.
Controls of your ship. Movement w/ left stick of controller (or mouse/kb as noted above). Button 1 will fire 3 side flak cannons. Hold that fire button down until you want to detonate the warheads. Steer the warheads during flight with the left stick. Button 2 fires a forward pulse weapon. It will repel the enemy and do a good bit of damage. It can also be used to deflect enemy lighting attacks. Strafe with the top shoulder buttons. Engine boost with bottom shoulder buttons (drains energy very quickly).
Note this game is targeting Xbox1, PS4, and Steam, not a webbrowser. Web-builds are just easy to get feedback on. I know they are not ideal.
Gravityride.com
Thanks in advance for any feedback you can give :)
What should hyperspace travel look like? Idea #2
What should hyperspace travel look like? current idea....
Glad to see you around Doci. I know how it goes. I was a bit unproductive my self through the holiday.
It will be a commercial game. We will do our best to have a demo/trial version though. As far as release timeline.... I'm hoping by the end of 2015.
hmm.... stupid iphone pic is upside down. oh well
Thanks. We are a year into the project and all the parts are just now starting to come together. We will soon be able to put together a trailer to show how all the parts fit together: combat, exploration, story, rpg elements, planet landing, travel, etc.
yep, activities for planetside include:
mining
fighting
npcs
lost civilizations to find new tech / ships
collecting biological data to sell
and trying to stay alive on hostile planets w extreme gravity, temperatures/weather.
pardon the music.... captured pandora tunes in background :/ whooops... THAT isn't space game music ;)
Great feedback thanks! We are planning on having ship levelups and tech research options for ships. Levelups will make everything slightly more effective and give the gamer a reason to try and get good with a specific ship design. Tech upgrades will be very storyline and race specific. An example for the krex would be salvo tech to launch two warheads per tube. Info for new tech will be discovered through exploration and/or story discussions w alien races.
We are still playtesting and debating on 1 on 1 or 1 on few type combat. We have been working on ship vs station combat as well. The honest reality is we want to do so much more than what our tiny team can practically do. We are a year into this project and likely have a year left or more. We are planning to attempt a kickstart so maybe if we can raise crowd-funding we can afford to get some more programmers on it. Thx for the ideas and interest
Lol... you are not the only one that isn't a fan of the music slowdown. I have a feeling that it is a feature that will either be left out entirely or reserved for a rare over-the-top weapon in the game.
Thanks for the feedback. We are using a algorithmic substances (check out substance designer in google). We may allow same screen coop on pc as well, but hope to further the pc multiplayer capability by allowing players to run their own server ala minecraft. In playtesting we will get a better idea how many players have multiple controllers/people for pc setups.
friken0
joined
This member has provided no bio about themself...