Alpha One [devlog]

Show us your works in progress and request feedback

Post » Wed Mar 16, 2016 7:33 pm

Hey everyone, here's what I'm working on. It needs a lot more polish, but I'm still working on game mechanics and testing. I'm starting an alpha build soon. Let me know if you are interested and what you think so far. Thanks!

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ALPHA ONE

-Asteroids style shooter, shoot rocks, pickup resources/ammo
-Open world travel system
-Discover new tech and upgrade/load-out your ship
-Craft your ammo from different collected resources
-Find and defeat the enemy base before you lose your Stations

Alpha One is a 2D top-down space shooter rogue-LITE. You pilot a spacecraft, shooting rocks with a 'mining tool' to gather resources and upgrade your ship. Each new game the player utilizes a randomized "galactic map" creating an open-world where the player can travel to different areas at any time. As the story unfolds, the player discovers strange asteroids orbiting Alpha Station. The player must defend the station and invent new technologies to save the day!

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Steam concept page: http://steamcommunity.com/sharedfiles/filedetails/?id=642927367

Trailer #1: https://www.youtube.com/watch?v=y2mdixRB61s

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Last edited by jobel on Fri Apr 15, 2016 2:58 am, edited 8 times in total.
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Post » Wed Mar 16, 2016 8:17 pm

Looks cool! I liked the mini rocket explosion very much and the charging laser!
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Post » Wed Mar 16, 2016 8:27 pm

SirPumpAction wrote:Looks cool! I liked the mini rocket explosion very much and the charging laser!


Thanks! I wish the game mechanics were finished so I could concentrate more on 'polish'... I'm not an artist so it's always a challenge when getting the word out with screen-shots etc.. There's a lot of place holder art currently in there..
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Post » Wed Mar 16, 2016 11:25 pm

Glad to see you are still making steady progress. I know you've been working on it for a while now. Looks good so far!
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Post » Thu Mar 17, 2016 12:06 am

thanks @DrewMelton! I couldn't have got this far without you!

yeah it's taking forever which is why I'm setting the goal for the end of this year. I could easily work on this for another 3 years.. seriously...
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Post » Sun Mar 20, 2016 10:23 pm

Thanks @SirPumpAction you gave me some ideas (at least put me on the right track) on how to achieve this... (3D rotation).. although I wish it was as efficient as your method...

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Post » Tue Apr 05, 2016 7:41 am

Holy moly this looks good. Love the 3d effects.
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Post » Wed Apr 06, 2016 1:22 am

ChrisFagan wrote:Holy moly this looks good. Love the 3d effects.


thanks! a lot of the sprites are actual 3D models that are animated as separate frames then imported into C2.
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Post » Wed Apr 06, 2016 6:36 pm

It looks like you are getting a good handle on 3d. The player ship looks nice in rotating 3d. It must have been tricky since our initial model design was only meant to be viewed from the front.
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Post » Wed Apr 06, 2016 6:49 pm

DrewMelton wrote:It looks like you are getting a good handle on 3d. The player ship looks nice in rotating 3d. It must have been tricky since our initial model design was only meant to be viewed from the front.

haha.. yes I had to learn how to make Modo's FBX play nice with Blender.. wasn't easy.. this is just a temporary version just to see what it looks like.. for now it's just a copy of the front without all the details.. I added a few quick details, but it needs more. Actually its interesting to do it quick and dirty like that because you realize how much the small details don't matter.. so it might help me to keep it like this for a bit (is what I was thinking).
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