very nice video, lots of progress! Only thing i would like to comment is that quit button is most prominent of entire menu. Largest button area and scrolling lights is grabbing my attention, which is probably not what developer wants. Rest of the video is just awesome.
Blackmamba: Thanks!
Borkless: Yes, the launch bay doors are definitely something we're working on adjusting. there's whole keyframed animation there that's being lost. Hopefully that will be added back in when we actually support keyframed animation. All the nose down animation is in there, just not being displayed. The lasers have had their impact and depth increased, and I've altered the sound of the LTAC guns (Linear Tachyon Acceleration Catapult) to sound more like that really disturbing buzz that comes out of an A-10s snout whenever she chews up an enemy tank.
IRML: Yes! The blending on the launch tube was really rough. It's since been fixed!
turbinea: Thank you, good eye! I did that because...well, I really liked to have something flashy. I might swap that to be the Solo button instead. Good catch!
Armondikov: Well, the Background will shift around with the mouse movement, as depicted - You move the mouse to select the race, then a menu pops up, briefly describing each race and asking for confirmation. And the game will be free. Enjoy.
So been busy, but not a huge amount of artwork to show... I worked on the human ship selection screen:
Re-vamped the Cobra with additional texture and cockpit details:
Added Joystick controls to the cockpit:
Worked on a background Gas Giant for the next video:
Looking great. Loving that human faction ship hangar, can't wait to see all the animation details in there like with your alien ship selection screen. Talking of aliens, that alien cap ship animation looks ace and immense. Very nice work.
Worked on a background Gas Giant for the next video:
First i have to say, this is an amazing projekt! I followed it since you start showing it here and i almost love everything about it.
So i am sorry that my first comment at all is not just applause, but with your gas giants dark side there should be a planetary shadow on the rings too
(I waited a week for somone else to recognizes it, but it seemed no one does?!)
So! Over the last few months, I've been very involved in my free time in work projects (prototypes and the like) and haven't had much time to work on WOSN. However, this is not all for naught, as it gave me some excellent familiarity with Unity3d. I've taken this knowledge and experience and we've started porting the game over to the Unity Engine. (rather than writing our own, which while going well, was going slowly) This is great for a couple of excellent reasons. First is that it's a very robust system, very stable and well documented. It's also got a very intuitive programming and data structure. And best of all it's portable to PC/Mac/Linux/Web.. and with a bit more of an investment, Android and iOS.
Here's some interactive progress!
Main menu - None of the links work, click the mouse to change the scene randomly! http://www.wingsofstnazaire.com/WOSN_Alpha2/WOSN_Alpha.html
Cockpit Progress - http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Both are rough, but it's super exciting to see this level of progress. The behind the scenes stuff is equally sexy.
Enjoy!
I haven't been here in a while, and I can't stay for long, (studying ). But after flipping through last ten pages of this thread, all I can say is, DAMMIT MAN, GREAT JOB, GREAT JOB INDEED!!!
Thanks, guys!
I updated the build last night to have more displays, infinite debris fields, music, and overall more details. http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Tonight I'm hoping to finish the displays, get some of them hooked up, like the throttle, power distribution, and the fuel indicator. After that's all done, and modular, I'll move on to the status display, weapons, and more eye-candy, like the throttle and joystick.
Bit of an update: Got the reticule and targeting computer start ups in there, limited controls till after the boot is complete, started the targeting computer back end, added better screen blending and anti aliasing, and better camera shake when the afterburners are lit off. It now looks like this!
Knight26: Oh, okay. Will do.
Projected release date? At least a year out, but now that we're using unity there will be micro releases for feedback/testing fairly often, so that's good!
Coding status? Well, we're starting from pretty much scratch in Unity. And we started last week. I literally started programming the main menu on the 4th. It's been 8 days, and so far it's mostly been me working on it. I'm primarily an artist, so I'm very, very slow. Still, in a little less that 8 days, we've got a main menu, the beginnings of a spaceflight system, and quite a lot of behind the scenes framework for mission management and data handling.
Missions? Will be based around Campaigns. Each Campaign will have between 3-6 missions, with a branching mission structure. Multiplayer matches will take place either in single-arena areas (deathmatch, team deathmatch, capture the Ejected Pilot) or over the course of one of those campaigns.
It's moving along at a good rate. I'll keep the build updated, so you guys can see and play progress.
Will the final game also reflect mass inertia?
Right now, if I cut the throttle, the fighter's speed will also drop to nearly zero instead of any kind of linear acceleration/deceleration.
lennier1: Thanks! And yes - I just added inertia to the thrust - when you afterburn it goes mostly away for a short time - this should help the feel of the thing. Disconnecting the camera direction from the ship's movement direction is a bit more complicated, though...I'll probably need more thought/help on that one. Good call!
Knight26: Absolutely! that's also in progress. For starters we're targeting PC/Mac/Linux with Mouse/keyboard/gamepad/joystick/throttle support... with maybe, maaaybe a possibility of an OUYA release. Maybe. Gotta get the thing first!
Anyhow, the build's updated - better movement, blending between the launch/game, visible movement cursor, and the aforementioned inertia stuff. http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Enjoy!
Hey, guys! Here's your update - the build has been updated, with better thrust lag, and the beginnings of a targeting system. also added are better behind the scenes sorting and lensflares. http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
I also put together an interactive (albeit rough) version of the Alien Ship Selection Screen. Still to come, caustics, more particles, underwater godrays. http://www.hedfiles.net/WOSN_Alpha/GrottoTest.html
Posts
Other than that:
Borkless: Yes, the launch bay doors are definitely something we're working on adjusting. there's whole keyframed animation there that's being lost. Hopefully that will be added back in when we actually support keyframed animation. All the nose down animation is in there, just not being displayed. The lasers have had their impact and depth increased, and I've altered the sound of the LTAC guns (Linear Tachyon Acceleration Catapult) to sound more like that really disturbing buzz that comes out of an A-10s snout whenever she chews up an enemy tank.
IRML: Yes! The blending on the launch tube was really rough. It's since been fixed!
turbinea: Thank you, good eye! I did that because...well, I really liked to have something flashy. I might swap that to be the Solo button instead. Good catch!
Armondikov: Well, the Background will shift around with the mouse movement, as depicted - You move the mouse to select the race, then a menu pops up, briefly describing each race and asking for confirmation. And the game will be free. Enjoy.
So been busy, but not a huge amount of artwork to show... I worked on the human ship selection screen:
Re-vamped the Cobra with additional texture and cockpit details:
Added Joystick controls to the cockpit:
Worked on a background Gas Giant for the next video:
Other Views, higher resolution:
http://www.hedfiles.net/GasGiant02.png
http://www.hedfiles.net/GasGiant03.png
http://www.hedfiles.net/GasGiant04.png
The Giant uses no image textures - It's completely procedural. I'm pretty proud of that, myself.
I'm currently working on the Cobra Cockpit itself - But I will probably be distracted by other things.
Enjoy!
:thumb:
Armondikov: Yes, absolutely. We just can't get the feel of immensity that we needed from a 512x512 sprite.
First i have to say, this is an amazing projekt! I followed it since you start showing it here and i almost love everything about it.
So i am sorry that my first comment at all is not just applause, but with your gas giants dark side there should be a planetary shadow on the rings too
(I waited a week for somone else to recognizes it, but it seemed no one does?!)
Here's some interactive progress!
Main menu - None of the links work, click the mouse to change the scene randomly!
http://www.wingsofstnazaire.com/WOSN_Alpha2/WOSN_Alpha.html
Cockpit Progress -
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Both are rough, but it's super exciting to see this level of progress. The behind the scenes stuff is equally sexy.
Enjoy!
I updated the build last night to have more displays, infinite debris fields, music, and overall more details.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Tonight I'm hoping to finish the displays, get some of them hooked up, like the throttle, power distribution, and the fuel indicator. After that's all done, and modular, I'll move on to the status display, weapons, and more eye-candy, like the throttle and joystick.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Got after burners and the throttle and fuel hooked up! Double tap "w" to go into turbospeed mode!
Looking pretty good, I think.
Play the latest here! http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Projected release date? At least a year out, but now that we're using unity there will be micro releases for feedback/testing fairly often, so that's good!
Coding status? Well, we're starting from pretty much scratch in Unity. And we started last week. I literally started programming the main menu on the 4th. It's been 8 days, and so far it's mostly been me working on it. I'm primarily an artist, so I'm very, very slow. Still, in a little less that 8 days, we've got a main menu, the beginnings of a spaceflight system, and quite a lot of behind the scenes framework for mission management and data handling.
Missions? Will be based around Campaigns. Each Campaign will have between 3-6 missions, with a branching mission structure. Multiplayer matches will take place either in single-arena areas (deathmatch, team deathmatch, capture the Ejected Pilot) or over the course of one of those campaigns.
It's moving along at a good rate. I'll keep the build updated, so you guys can see and play progress.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
I added a bit of a launch sequence.
Enjoy!
Will the final game also reflect mass inertia?
Right now, if I cut the throttle, the fighter's speed will also drop to nearly zero instead of any kind of linear acceleration/deceleration.
Knight26: Absolutely! that's also in progress. For starters we're targeting PC/Mac/Linux with Mouse/keyboard/gamepad/joystick/throttle support... with maybe, maaaybe a possibility of an OUYA release. Maybe. Gotta get the thing first!
Anyhow, the build's updated - better movement, blending between the launch/game, visible movement cursor, and the aforementioned inertia stuff.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Enjoy!
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
I also put together an interactive (albeit rough) version of the Alien Ship Selection Screen. Still to come, caustics, more particles, underwater godrays.
http://www.hedfiles.net/WOSN_Alpha/GrottoTest.html
Enjoy!
BTW: The fuel display isn't counting down anymore. Is that intentional?