Stellar Squadron is a 3d space dogfighter inspired by classics such as Star fox and Battlefront 2 (2005) it includes ship customization and procedural generation. The game is currently in development.
It's been a while since our last post, but we've not been idle. While there have been numerous under-the-hood changes including performance and quality of life updates, this article will highlight some of the exciting new content: two new starfighters.
Inspired by classic science fiction designs, the Lance boasts a higher top speed than most starfighters. It features a broad wingspan with primary weapon shoot points at the extremities and introduces a new secondary weapon called the "cannon." This cannon fires straight, fast-moving missiles with high explosive impacts. Unlike torpedoes, these missiles lack a locking mechanism, making them more challenging to land but delivering a heavier hit and higher damage upon impact. The Lance, however, has fewer hull hit points compared to other starfighters, making it a true glass-cannon class.
Named for its three-wing configuration, the Trident has a lower top speed than the Lance but offers high manoeuvrability. Its primary weapons are neatly positioned on either side of the cockpit, with secondary weapon shoot points at the tips of its three wings. Currently equipped with a hit-scanning beam weapon, this configuration may be adjusted in future updates.
Our latest update includes some noteworthy enhancements:
See the new starfighters and above changes in the latest video:
We plan to release another post soon to cover additional content updates that deserve articles of their own. Don't forget to subscribe to receive notifications when we post.
After introducing procedurally generated carriers we progressed onto the next logical step, blowing them up!
Introducing Stellar Squadron an indie space dogfighter and the procedural generation system used to create unique carrier star ships.
Really impressive work you are doing, wow!
It is quite cool system, this is far into the future but do you think it is a one off or do you believe it is viable beyond this game?
It's been wrapped up tidily for re-use, so it's certainly written for broader application, however it has its limitations. It won't detect and avoid intersections of meshes, we need to adhere to some rules to avoid such situations but seems a fair trade-off for performance.