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RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Mon Jun 23, 2014 2:08 pm
by Pinback
Big update to void destroyer. Due to recent updates Void Destroyer is now approximately 50% complete in terms of the story content. New missions have been added (including a boss fight) and earlier missions revised and improved. The boss fight was particularly elaborate and I'm looking forward to your feedback as to how it plays from your perspectives. For a more exciting look at the update check out this video: a "developer commentary" overview check out this video: highlights of recent updates: 21 new ships Area of effect damage clouds Heat seeking mines Beams Smooth camera transitions Physical attachments to objects Shields New enemy factions GUI and HUD enhancements (still heavily under construction) New missions New instant action scenarios New boss fight Improvements to the existing game missionsAnd loads of other improvements/additions/fixed - for a full log see hereWhat's next?Work will continue towards new story content. The end 50% of the story should go a lot faster - once you climb a mountain - it tends to be easier to get down. More GUI and HUD work. More bug fixes and features. Big issues?Outside of bugs, the two biggest issues are that the AI still tends to clump and the AI is too independent. Upcoming GUI improvements will give the player more control over their fleet's behavior, making them more obedient or independent depending on situation need - up to the player. Thank you for supporting Void Destroyer's Early Access - without your support this labor of love would be a greatly diminished. Thank you for your continuing support and for helping spread the word to other gamers. Paul---- STEAM UPDATE ABOVE ----I originally made the "talking video update" and then realized that the action at the end (with the beams + shields) was much more interesting and me talking over it ruined it somewhat - so I made the video instead, then later finished the "talking update." The new shields - they've been in the game engine for a while but the ships that have that haven't, so I'm very excited to finally add them in, as well as having beam weapons be a factor. Like I said in the video - I think that these shields are unique to Void Destroyer - I don't remember seeing them anywhere else. They still need tweaks and visual enhancements. I hope that this is another "remember that game with those shields...." memorable moment. I'm also very excited about the "don't target dead center" - its funny how sometimes the smaller changes (this took a couple of hours - which is a blink of an eye in game dev time to implement, test and then enjoy heh heh) make a big impact - I remember a similar thing happening when I put in afterburners - made dog fighting a much more fun experience.I'm going to work on prepping the DRM free version now, it should be ready in a day or so - I'll post a command to this update when its ready.Again! Thanks for all of your support - I hope that the rest of the 50% of the game will go much quicker.PaulPS: don't forget that Void Destroyer is available to those who pledges 10+ on Steam's early access of via the Humble Bundle DRM free download (which will be updated very soon with the new changes)
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Tue Aug 19, 2014 3:08 pm
by Pinback
New update Hey guys - here's what's been happening since the last update.New story content - about 2 hours worth New instant action scenario Earlier story content revised/updated/improved Story/dialog/mission writing updates/edits/tweaks thanks to an outsider writer 5 new ships (3 new ships - 2 variants) Added new build able defensive platforms for the "rock guys" faction "Mines" can be "built" the way that stations are New HUD elements (target related) Resource request system - have more than one base? Transfer some resources via cargo ships Multi controller support. For those with HOTAS and/or wanting to use a two joysticks at the same time Redone station upkeep Numerous enhancements, tweaks and bugs fixed - change[/url] logWhat's next:We are about 2 or 3 more updates until the story line is complete - I'm not entirely sure because I'm not exactly sure how it all ends. Once the story line is complete - focus will be given 100% to art related assets polish and misc issues. Also I'm hopeful that Steam Achievements should be nearing the horizon.
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Sat Sep 27, 2014 2:38 am
by Pinback
update for Void Destroyer Added a few more intro screens"Friendly" beams won't explode "friendly" missilesWeapon "aim assist" degree is now moddable (so could be removed/etc)Ship and turret "aim offset" can be turned off (moddable)Fixed issue with beam weapons hit particlesGravity drive indicator/gui updated and the recharge" timer changed to be a progress bar (like a fuel bar)Fixed bug with saving/loading of ships exiting gateMade beam weapons much cooler

Hats off to Chaosavy as he has put a lot of work into the game as this always has an update or patch every time I turn Steam on. :good: :good: :good:
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Sat Sep 27, 2014 11:40 am
by sscadmin
I have been trying to hold off until I give Void Destroyer a try until its finally released and not in beta because I like what I see and I want to make sure I play and review the final product. Chaosavy is doing a fine job with Void Destroyer and I hope it is very successful for him, so we can see a sequel

RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Fri Oct 03, 2014 10:30 am
by Pinback
Looks like he is getting close to the end game with this update from Kickstarter although I think this covers the last couple of updates through Steam. Hey guys - thought I'd toss in an update (versus waiting till its iteration 22 time).I've recently added about 2 hours of mission/story game play to the game. Including 3 new ships (5 if you count variants) and 1 new station (2 if you count variants). Also there are several (3 I believe) new music tracks. So where the game stands is right up against the final mission - something I'm very excited about. Having reached that "near final mission" point I decided to do a quick pass through the early mission content and polish it up with things that I learned and new game engine additions/tools that have since been added.As I go through the content whenever I see something that needs fixing I do so (versus seeing the issue before, but putting it on a to do list). For example - the dust cloud system wasn't properly positioned when switching from tactical mode to ship mode, and if a ship was damaged to the point of health hitting zero while reaching a active gate, it would still go through it which sometimes caused a crash. Relatively minor and rare things, but still important to a polished experience.I'm also paying close attention to how music is handled in the story/mission mode and am be adding triggers to play it during combat and exciting moments. Music is a bit sparse in early content.I'm doing tweaks to balance - now that I see how it all fits together at the end game. For example - fighters and corvettes had much too long build times. This made fighters much too costly (in terms of - tactics and priority) to build versus larger ships. Tonight I was just finishing up game engine changes so that bases have a separate "build area" for fighters, meaning that a base can build a fighter and a non-fighter ship simultaneously - this will greatly speed up fighter production. External shipyards will still be limited to one ship at a time. Being able to build fighters much quicker also means that the "fighters die too fast" criticism that I often hear (and thus think about) should be smoothed out a bit. I always considered fighters to be the "infantry" units of the game and making them faster to build will help with that goal.So as usual my quick pass through (my crazy optimistic self says I'll be done end of Monday - but that is my crazy optimism talking) is turning out to be not so quick (seeing the above issues and needs) - however once I get through a particular mission I'm considering it done (perfect being the enemy of good) - once I hit the current final mission - I'll release iteration 22 for the non-DRM backers. And from there I'll finish up the story, then all that's left is... well still a bunch - but I do see an end in sight.thanks for supporting the project!PaulPS: very excited about this KS project Flagship[/url] - (sci-fi RTS but from the first person perspective - very unique) the creator being one of you guys

RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Tue Oct 28, 2014 2:53 pm
by Pinback
Looks like Paul is getting close to finishing the game and don't think any one is too concerned about it being late after all every one of the crowdfunded games that I have back have all missed their original delivery dates. Hey guys - here's what's been happening.I'm nearly done with the "quick pass" of the story, once I'm done my intention is to update the DRM free build. I've taken a bunch of detours along the way, adding very important (but minor in terms of coding features), tweaking existing ones and adding loads of polish. Some of the features/polish is the ability of bases to have a dedicated fighter slot (making fighter production much faster). Adding to the "resource request" system so that it works via gates and finally enabling/giving the "ship posture" controls to the player. Letting the player control how their ship(s) respond to enemies. These items became an obvious need to add/tweak when I did the story pass through.I've added 10 new instant action scenarios - these are simple dogfight type missions. Letting players have space combat without some of the real time strategy elements getting in the way of enjoying the ship to ship combat engine. Instant action scenarios are a great opportunity for me to give players a challenging battle or a unique perspective on the game world (via being able to pilot other faction ships).There's been loads of tiny polish given to the game, many issues were looked at and I've tried to finalize them versus putting them off like I tended to do before. For example I'm pretty sure that the sound "pop" issues are a thing of the past, and tactical mode to ship mode toggling has had a few bugs fixed. Issues like - when a map first loads - a single frame would render without the visual "outline and toon" effects added have been fixed - while small are an important step towards reaching full release.Anyway - I've put together a development video for those interested in a more visual demo: You can also access it via this direct link: left: Finish up the story pass through (about an hour to two hours worth of story to go). Finish up the story. Add about 4 or more instant action scenarios. Finish the GUI elements (this unfortunately depends on outside artists). Finalize and finish up command ship upgrades. Most likely add in a "base versus base skirmish" type "addon" (letting you setup a quick base versus ai base battle) to the Instant Action mode of the game. And that's it - we would be at the "released" stage - and then go beyond that.The above seems like a lot - but as usual... I'm pretty optimistic and the above are mostly finishing touches.I mentioned this in the end of the video, but I'll mention it here as well - I'm nearly a year behind schedule. It is pretty obvious that I'm unable to estimate time very well and I constantly think about that - and to cheer myself up I think that the game is a much better game as a result of a longer development. Once again thank you for your support! Without Kickstarter funding I don't think the game would have made it anywhere near here, I can't imagine the project without your support.PaulPS: If you have any issues or feedback please let me know.
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Mon Nov 24, 2014 7:50 am
by Pinback
Thought it was a big download and here the reason why. http://steamcommunity.com/games/259660/announcements/detail/132057304757637583[/url] Final Story Missions23 NovemberHey guys - exciting news. I just uploaded the final story missions. As usual they may be in a bit of a rough state and some final touches are needed (one thing I can think - adding achievements for completion).
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Mon Nov 24, 2014 9:26 am
by Geraldine
Incredible work by Chaosnavy, I've been playing it and like it, like it alot! :girlcrazy: I wonder if he has any plans for a (Steam free) direct download version once its finished?
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Tue Nov 25, 2014 8:33 am
by sscadmin
I have been holding off playing Void Destroyer until it was in a 'done' state and I can't wait to play it and see what all the hard work Chaosavy has been doing for the past several years. Just been nice to see this game grow from a thought to something you can play.
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Tue Nov 25, 2014 8:45 am
by chaosavy
Hey guys - I keep track of this thread via email alerts - been meaning to pop in. Thanks again for Pinback for keeping it updated

Geraldine - thanks! The Humble Store version is a direct download DRM free version (technically the Steam version is DRM free as well). Also hoping for other distributions once the game is out of Early Access for direct download options for those who prefer/want them DarkOne - The game is nearing the "initial" completion state

- have to finalize command ship upgrades, tutorials, bit more GUI/interface work as well as a in game "guide" type system (in game manual basically with screen shots and explanations). Hoping to really nail the initial experience as that is a big hurdle in a game like this. Looking forward to release soon

RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Sun Dec 07, 2014 6:36 am
by Pinback
And the command ship update is live. http://steamcommunity.com/games/259660/announcements/detail/132058492648240009[/url] Hey guys - I just uploaded the first pass of the overhaul of the command ship upgrades and abilities. They are available as part of the story/mission game play and eventually will be available in custom maps created via the battle editor as well.As some examples:You can use the "Tractor Beam" ability on an enemy ship to pull it closer to you, then blast it away with an upgraded main gun.You can use "Azu's Gambit" to trick enemy ships to focus their fire on the command ship and use "Return to Sender" to return incoming missiles back to their mommas.You can lay down a "Radiation Field", and then quickly thrust backwards using "Withdraw" so as to take minimal damage from it. And why not lay down some missile mines while you are at it?Once you are at a safe distance, use "Rapid Repair" which quickly repairs damage, but leaves the command ship extremely vulnerable to weapons fire.---The goal of command ship upgrades is that they fit the "theme" of the command ship - a lot of the abilities are based on controlling the enemy or the battle. Another goal of these abilities is to provide synergy with other abilities like the examples I listed above.The main goal - as always - is to give you the player a cool and unique experience. Command ship upgrades/abilities strengthen the play style that likes to focus on piloting the command ship.So the first pass might be imbalanced, lacking sound and visual fx, some upgrades/abilities might be too weak, some might be too strong. I'd prefer them to be too strong rather than too weak so that they aren't a waste of time. Keeping that in mind I'm looking for feedback from you guys. Adding in these abilities is actually very easy, the more challenging part is merging them with the game play/story and balance of the game.What's next on the horizon? Next up is overhauling the way that the abilities are presented, instead of a list have a "sort of a" action bar like interface for them. After that I'm going to work on adding many alternate fire options for ships - to strengthen the - "piloting other ships" aspect of the game.As always thanks for your support.Paul
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Tue Dec 16, 2014 2:19 pm
by Pinback
Hey guys.Recently there's been quite a lot of changes and since some of them are very cool to show off I created a video update.To summarize - many ship secondary weapons have been added/changed. With the goal of them being unique, tactical, hard to use, powerful, and most of all fun.For example - as far as I know Void Destroyer is the only space sim with flame throwers (a new secondary weapon) - does that make it the greatest space sim of all time? Yes it does... of course opinions vary, but it has my vote ;)Check out this (rather long) video update and as always let me know your feedback.
Flame thrower in space and why not

check it out.
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Wed Dec 17, 2014 7:53 am
by MV2000
Void Destroyer is the only space sim with flame throwersWasn't X3 had a plasma weapon that more or less behave like a flamethrower?
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Thu Jan 08, 2015 3:01 pm
by Pinback
New update from Paul about the release plans. Hey guys - I'm planning on exiting out of Early Access on January the 20th, or 21st... hopefully. It is a bit funny because its all a matter of clicking the "release" button on Steam's side - any time.Recently I've added a Skirmish mode - a "traditional" RTS skirmish type quick battle setup - which adds a lot of replay value. The awesome side benefit is an improved Battle Editor with additional options. I also added an in game Guide (basically a manual) . I'm really excited about the Guide - because I hope that it makes the game much more friendly to new players, thus much more enjoyable overall. Those items were last on my - major items - list to do before releasing.There's still loads to do, bunch of marketing (new trailer(s), screen shots, contacting YouTubers, media, etc) , tiny polishes and bunch of final testing. I'll update the DRM free build as well.After dealing with the launch - I'll look into localization and porting and weigh the pros and cons. Meanwhile adding a few features here and there (thinking about - wingmen commands in ship mode and improved/more AI for skirmish mode). Revisiting suggestions from players.So - its been a long road and another step is approaching - hopefully a big step that precedes bigger and bigger ones.I'll keep you guys updated on the plans and happenings.thank you for all your support!Paul
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Sat Jan 24, 2015 8:01 am
by Pinback
Congratulation to Paul on the official release on Steam. :good:
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Wed Jan 28, 2015 12:08 pm
by chaosavy
Thanks! And thanks for all the support during early access. So far so good, very little media coverage, but a good spike in sales - due to which - I've decided to quit my part time job and go full time game development

RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Wed Jan 28, 2015 2:26 pm
by Geraldine
And the very best of luck to you Paul. I hope this will be the start of a great new career for you. :queen:
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Thu Jan 29, 2015 1:54 pm
by sscadmin
Yes, congrats indeed Chaosavy. I hope all that hard work pays off for you. I did notice on steam that Void Destroyer was up on their scrolling banner but it didn't stay there for long, I take it you have to pay to stay there? I will try to sit down with the game soon, for me its time. I work all day and then get home and eat and then its 8-9pm

I know I wish I could quit my job and do SSC all the time but that will probably never happen. So its great seeing that you might be able to do what ya love for a while. Hehe I think I was reading some comments on your game somewhere where people were complaining that its a tough game. So it's good that you are making it challenging. But I hope you continue to pump out those space games I think you found your calling. -D1-
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Thu Jan 29, 2015 3:03 pm
by chaosavy
Thanks guys. No you don't have to pay to be on Steam's front page, they base it - mostly on sales. The store is a data mine - and they use it to maximize sales. Once a game shows a decline (this is natural with most games) another one takes its place. Its not that the game is tough - but it is punishing if you don't "grog" it. You truly have to be the commander and often pilot to survive. That was my intention - however if I had to do it over again I would have had a more gradual learning/difficulty curve.
RE: Void Destroyer - fly like X-Wing - command like Homeworld
Posted: Fri Jan 30, 2015 3:03 am
by Guest
VD 2 confirmed!