Centauri Sector - Tactical Shooter(Steam Greenlight)

Show us your works in progress and request feedback

Post » Thu Nov 20, 2014 7:47 am

@Silverforce

yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)
Image
B
30
S
5
G
1
Posts: 125
Reputation: 3,220

Post » Thu Nov 20, 2014 8:02 am

lwgames wrote:@Silverforce

yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)


Definitely if one set out to design a cross-platform mobile game, it really limits what you can do creatively, not just in terms of graphics but in terms of actual features due to the small screen size and lack of mouse/keyboard. But importantly, a lot of complex features that require a lot of AI cycles would really hurt Android mobiles particularly. Luckily with iOS8 we can pretty much don't worry about these things and go full PC-quality on Apple devices!

You have a good foundation so far with all the features required for a great space combat game. Now you just need to polish and more polish! :)

For ship trails, I suggest a simple 50% opacity outer-glow square. I use 32 x 32 pixel (resized to 48w x 32h in-game). Add Fade behavior, set 1-2s fadeout. Then on your ship, check if they are moving, if so, spawn the trail (I find I only need it every 0.05s and not every tic, ie. 20 trail sprites per second spawned instead of 60).

It looks like a proper space ship trail like in most 3d games:
https://www.youtube.com/watch?v=G6UPWb-Xe6Y
B
70
S
24
G
19
Posts: 1,757
Reputation: 17,614

Post » Thu Nov 20, 2014 8:04 am

Silverforce wrote:
lwgames wrote:@Silverforce

yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)


Definitely if one set out to design a cross-platform mobile game, it really limits what you can do creatively, not just in terms of graphics but in terms of actual features due to the small screen size and lack of mouse/keyboard. But importantly, a lot of complex features that require a lot of AI cycles would really hurt Android mobiles particularly. Luckily with iOS8 we can pretty much don't worry about these things and go full PC-quality on Apple devices!

You have a good foundation so far with all the features required for a great space combat game. Now you just need to polish and more polish! :)

For ship trails, I suggest a simple 50% opacity outer-glow square. I use 32 x 32 pixel (resized to 48w x 32h in-game). Add Fade behavior, set 1-2s fadeout. Then on your ship, check if they are moving, if so, spawn the trail (I find I only need it every 0.05s and not every tic, ie. 20 trail sprites per second spawned instead of 60).

It looks like a proper space ship trail like in most 3d games:
https://www.youtube.com/watch?v=G6UPWb-Xe6Y


Yeah that could combine with something i have in mind, ill let you know when i finish it.

As for the game, things will get more complex then are now, but of course polish and polish, but i am still in Alpha 1. From Alpha 2, things will get quite interesting, dynamic full out war, ground combat, multiple fleets.
Image
B
30
S
5
G
1
Posts: 125
Reputation: 3,220


Previous

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 2 guests