Booster Z-Frame | Greenlit prerelease

Show us your works in progress and request feedback

Post » Mon Dec 15, 2014 4:24 am

Starting to look really good! Keep it up! :)
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Post » Mon Dec 15, 2014 5:55 am

This looks really cool!
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Post » Tue Dec 16, 2014 10:22 pm

Thanks always good to hear :D

I've added rare planets with rings as well now, they will mess with your radio signals (confusing your scanner array from time to time) and have a lot of Dust (resource)
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Post » Mon Dec 22, 2014 1:40 am

A sneak peek at the patchlist for Alpha 54

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Post » Wed Dec 24, 2014 10:05 pm

@"Kouji San" I love the "particles" and the effects
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Post » Wed Dec 24, 2014 11:16 pm

Cool, did put a bit of work into those, tweaking them to work with the light/shadow and overall "darkness of space feel" I want in there as well, thanks! Also you're probably going to love this little mistake on my part then :D

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One variable and the walls come tumbling down, well not really but pretty cool nonetheless!


I'm most likely also going to upgrade the bullet looks as well in a build further along the lines. I'm currently optimizing loads of things, not that it is needed in terms of performance. However, it is needed in terms of workflow of being able to add more enemy ship types and things to the game. Do missile wings and frigates or suicide drone corvettes sound exciting :P
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Post » Thu Jan 08, 2015 8:42 pm

New alpha release! Alpha Build 54
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Post » Thu Jan 08, 2015 9:01 pm

Looks quite neat, but I was really expecting Asteroids style controls - WASD is just weird, given how all those enemy ships just dance around you.

Also - is the look of the ships and the interface final? Feels like it might be a little too lo-fi, but then that's a question of taste. If not, perhaps the thing in my signature could be of interest - you can whip something like this up in a couple of minutes (once you get the hang of it):

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Post » Thu Jan 08, 2015 9:38 pm

Thanks! I did see that tool and it is pretty damn amazing, good on ya! But I'm going for a retro 8 bit lo-fi look for the ships and a hi-fi (not music tower lol) for the effects and backgrounds. however nothing is set in stone of course :)

I've messed around with lot's of options for controls and actually have the asteroid controls in there, they weren't tweaked yet so they don't work that well and as such disabled. Having said that, I'll probably add multiple control schemes in there based on what players prefer. I actually had a similar issue of losing track of movement due to the parallax layer messing with your depth vision I think.

These controls are kinda based on Echoes, if I recall that control scheme correctly (can't get it to run on win7 64bits to check, too bad echoes was an awesome game). But it doesn't have these parallax layers messing with your mind :D
http://www.binaryzoo.com/echoes_page/
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Post » Wed Jan 14, 2015 12:13 am

A FollowUp Interview tomorrow by Action Soup Studios

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