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Void Destroyer - Indie 3D space sim

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chaosavy
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maybe...

not 100% sure if dynamic events/missions will exist.

If they are to be added they should be neat, cool, fitting the setting, not repetetive, if I can do that then they have a good chance of making it in 🙂


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ollobrain
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i ask a fair bit as far as questions however great games versus ignored games these days offer elevated unique features and the best sellers are open sandbox games


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chaosavy
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no problem, go ahead and ask as many questions as you want 🙂


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chaosavy
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Hey guys, project still going strong, here's some news: did an interview with True PC Gaming about the process, it also has some new screen shots of the new art style we are going for.

Direct link to interview:

http://truepcgaming.com/2012/01/11/when ... interview/

http://truepcgaming.com/


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DarkOne
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That was a good interview and liked the modding section info about Void Destroyer. I get annoyed sometimes with how people are always expecting games to be free, whats wrong with paying for someones blood, sweat and tears 🙂

I have to revist Void Destroyer and do a little write up on it, wanted to wait until it got a bit more polish, and with some of the shots I saw on your blog it has come along nicely since I last played beta 7.


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chaosavy
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The new art and a lot of polish that's in the in development version - here's the WIP changelog: http://www.voiddestroyer.com/forums/viewtopic.php?f=7&t=363 , isn't in the current downloadable version, however downloading iter 10 and giving it an hour or so would give you a neat contrast for the eventual iter 11 🙂

There's a lot of benefits for the consumer for shelling out for payed projects, there's a better chance of sequels, more polish and care taken for usability (at release at least heh)


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Pinback
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Good interview Chaosavy.

Will add Void Destroyer to the release list.


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chaosavy
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Updated the first post with news about iteration 11, here's what it says:

After many months, a new version is born - Iteration 11

This version focused on overall enhancements of the project and brougth with it many graphical updates.

Here's video:

And a screen shot:

iter11-6.png

Here's the change log:

http://voiddestroyer.com/forums/viewtopic.php?f=7&t=363

Iteration 11 is now available on the main site: http://www.VoidDestroyer.com


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LeoCeballos
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First of all, I want to say that this game is looking amazing! Once my workload relaxes a bit, I'm definitely grabbing the latest prototype to try this out. I love the art style! Makes my poor little tablet game feel inadequate 😉

I randomly ended up stating the (latest) video the split second Vultan's Theme from the Flash Gordon movie started on my playlist. PERFECT combination! 😉


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chaosavy
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yeah I have to add in music to the trailers sooner or later 🙂 thanks for the kudos


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chaosavy
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Hey guys, iteration 12 has been released!

Iteration 12 focused on tactical mode enhancements (the RTS portion of the game).

Brief summary:

In tactical mode you can select and issue direct targets to your ship's individual turrets.

You can issue commands to your ships such as

Go here - via simply right clicking on map

Hold position

Patrol Position

Turn ship

Wait - timer based (+10 seconds a wait order)

Idle

Enhancements such as visualizations for combat in tactical mode, issuing orders to multiple selected ships and other neat stuff are in as well new ships and other features.

Check out the change log for details:

http://www.voiddestr...c.php?f=7&t=381

Also a new video is here highlighting the changes:

[media]

If you are new to the project look at the iteration 11 video for a more balanced look at what the game is about.

[media]

Iteration 12 is available on the main site: http://www.VoidDestroyer.com


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Pinback
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Really like the look you given the graphics in the game, very unique look.

Is it some sort of cell shading?.


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chaosavy
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Thanks! From my understanding cel shading refers to using a shader to manipulate the visual to make it look "toon like" - however this isn't the case here, its just a texture that looks "toonish" - most likely down the line I'll put in a "outline" shader to give everything a neat border to amplify the effect/visual.


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NeuralKernel
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Hi, I just downloaded Iter12 last night and started playing it. Great work so far, it looks amazing! I do have some notes to offer about the controls, though. I've got a layout I've figured out over the years for these kinds of games (6 DoF spaceflight) that works well for me and doesn't seem like it would conflict with the other controls at all (just wasd with some different combos). Is there an easy way to change the keymap? An in game keyboard reference would also be handy, even if you can't re-map keys with it. It's a minor issue... but it would make the game a lot more enjoyable if I could make use of the muscle memory my left hand has developed over the years!! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />


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chaosavy
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thanks for trying and the feedback! Greatly appreciated, I'm glad you enjoyed the bits of the game <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />

Sadly there's no keymapping yet (not even editing a text file) - although in iter 13 you'll be able to change mouse speed settings and flip mouse rotation (apparently that's a very important thing to some). As the iterations goa long I'll keep adding these kinds of things - and definatly before the official release. Right now the focus is more on game engine stuff, I added the mouse shenanigans since I had some "in between large ideas" time.

Thanks again for trying out the game, hopefully I'll add keymapping soon <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />


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chaosavy
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Updated the first post with iter 13 news -

Hey guys, iteration 13 has been released!

Iteration 13 added a few things: weapon recoils, debris, gate travel, enhanced ship changing and other features, enhancements and bug fixes on our way to Beta.

Check out the change log for details:

http://www.voiddestroyer.com/forums/viewtopic.php?f=7&t=387

Also a new video is here highlighting the changes:

[media]

Iteration 13 is avaiable on the main site: http://www.voiddestroyer.com

Hope you enjoy and thanks for checking it out!


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Jabberwocky
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The live space scenes are looking really good. Models are cool. Background is cool. Explosions and weapon-fire are cool.

From a presentation standpoint, I think the lowest hanging fruit is sound, and custom UI artwork. There's a lot of fairly cheap stock sounds out there you could probably work with - hand-made custom sounds are probably too expensive for most indie projects.


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chaosavy
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Thanks! Yeah the UI is terrible, there's some custom sounds being made now, it is not "budget" breaking since they trickle in so I can space out the cost. The UI definatly needs a total re-do, there's still features being added so I'm waiting on trying to recruit someone that has the skill and is willing to work for token wages. Once things are finalized I can take the plunge and hopefully have an adequate UI/GUI/HUD/etc <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' /> Get rid of some/most of the text and have it icons/graphics/etc.


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SolCommand
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The game now looks gorgeous. You've made such a huge improvement in the look and feel of the game for the past year. I sure hope this will get the attention it deserves.


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chaosavy
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Thanks!

Its actually an incredibly sad story - the artist behind the majority of the look died suddenly of a heart attack. This took a huge toll on me both in personal terms and the project's terms. A friend of his took up the mantle and is now working on the art, even to the point of re-creating some of it from screen shots (we are doing everything we can to preserve what we can), and now creating his own asssets.


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SolCommand
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Indeed that is sad. I'm really sorry to hear that about the artist. RIP


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chaosavy
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Here's what I've been working on since releasing iteration 13 - First steps towards command mode

[media]

The goal of command mode is to give the player a more interesting control mechanism over larger ships, instead of using the mouse/joystick to maneuver, the player issues commands to turn or move to a location. While those commands are executed the player can control the ship's turrets. Hopefully this will allow for some neat elements - eg: ramming spikes/shields, rotating ship to take advantage of shielding, moving ship to enemy blind spots, finding cover, etc <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />


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NevilClavain
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Hi, Downloaded iteration 14 for a little try <img src="' http://spacesimcentral.com/forum/public/style_emoticons//gamer1.gi f"' class='bbc_emoticon' alt='' />; I have some problems with keyboard control; is the game adapted for AZERTY keyboards ? It seems that there's no way to redefine keys, am I wrong ??


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chaosavy
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Currently there is no way to re-map keys and it is set to work with QWERTY keyboards. This will be changed prior to release, hopefully in the soonish (3 or so months) early beta. There will be keymapping and other options to tweak.


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Onionman77
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Man this looks amazing, what a good idea to combine RTS and dogfighting. Was there supposed to be sound in those videos? Is there sound in game?


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