Groundwork in gamedev can sometimes yield very little attention because of its nature. In this case, I'm talking about the AI developed to handle the following:
1) AI Fighter launch
2) AI Fighter landing
3) Capital Ship hangar management
These things look scripted but they're not. They're coded using state machine technique to make intrinstic decisions. It's one of those things that gamers don't really care if it's there but will expect it to work anyway.
The hangar management works in a few ways. One of its tasks is to approve fighters to conduct its final approach towards the hangar in an orderly fashion much like an actual airport tower control.
The hangar itself has a lot of groundwork done such as waypoints, landing ramps/pads, each ramp having its own independent hit points and functioning states, including self-repairs. A fighter cannot land on a destroyed ramp but can take off from one. A destroyed ramp cannot perform repairs or rearm.
These are the core groundwork of a game that has to be done. The next higher level of groundwork won't be that easy either. More to come.
Non-canon - modified the fighter to launch a test projectile that cast light only, not a full light probe with shadow map. Each light that is attached to the projectile will calculate its own light normals and specular + gloss details. Once it's done right, it'll always be right - subjected to texture quality.
So, this week we're just posting a short vid on the new particle cannon hit effect. The particle cannon ITSELF has to be reworked someday. Right now, as a vertical slice asset, it's passable.
The effect we're talking about is not just some emitter bursting particles on the surface with per pixel lighting. Rather, the effect picks on the target's actual polygon data. I've tried using a sphere but the effects weren't satisfactory.
So there's some picks done to select up to 128 polygons to put into an array. Then, the effect will randomly pick 1 of the polygons to emit a blue burning fire on. However, it also takes the normal of that triangle into consideration and thus it pushes itself outwards - exactly like a surface fire.
The fire itself doesn't actually do any additional damage. But it's there to visually reward the players with a solid hit effect.
Core gameplay demonstration. A few things to note:
1) The UI elements (except the reticules) are temporary. They're "borrowed" to demonstrate its purpose and will be replaced with original artwork later on.
2) No AI-generated stuffs here.
3) There're only 2 ship types here - the fighter and the frigate.
4) You can't outrun missiles, but you can jink in time to turn its guidance off a little.
5) Missiles do NOT have proximity fuze due to a law in the UNC that requires efficient self-disintegration and confirmed contact hits to reduce space waste.
6) The hangar IS magnetized. As a fighter, you won't be able to increase your speed beyond its allowable maximum. It also means that you'll be dragged along if you're in the hangar while the capital ship is moving.
Enjoy!
A short clip on us doing a joint-stream ... this is done using just 1 steam key.
Thanks to Steam Remote Play, we're able to have fun together!
This is Survival Mode, Expert difficulty; bullets travel 3x faster, inflicts 10x more damage but gives 2x the money and score.
Tyrant BOSS full fight Part 1. In 4K!!
Recorded using GeForce Experience.
Foresight (Old Vid): 200 Fighters stress test. Dogfighting, central targeting control of 5 v 1 max.
FORESIGHT: Almost 7 yrs since launch. Old graphics. Old engine. Not fully optimized.
I wonder how things will look if today's UI design and high-res models are used.
Chipsley joins the fight against invading aliens in Starlight: Eye of The Storm!
Chipsley's World Watch as Chipsley on his Chipsley superfighter joins in the fight to help save the world from the invading aliens!
Many thanks to Chipsley's World for the assistance!
Campaign Mode: Map Overview, Mission Selection, Storytelling.
#indiegame #indiegamer #indiegames #indiegamedev #indiegamedeveloper #shmup #shmups #shmuplife #STG #stg #gamedev #gamedevs #gamedeveloper #gamedevelopers #gamedevelopment STARLIGHT Eye of the Storm: 6 days and counting down to Full Release!
- NEW: Full 16:9 gameplay shmup
- NEW: CAMPAIGN MODE!
- 7 full missions, each mission has 3 small segments
- 8 side missions
- Story telling included during in-game and before mission begins!
- Full campaign map (as shown in video) for an overview and selection of mission at will to play.
- NEW: Campaign mode will have load/save game functionality! Up to 50 slots!
- NEW: Hidden final boss, unlockable based on performance!
- Updated weapons
- Improved graphics over early access, optimized VRAM usage
- Improved performance over early access
- Special Unlockable Fighter: Vanquisher to be unlockable!
- Improved certain stage sequences, added more environment obstacles and 3D entities that can be fought against!
CHEERS!!!
STARLIGHT: Eye of The Storm, Hidden Boss preview in Full Release!
STARLIGHT: Eye of The Storm - Hidden "Uber" boss preview! *** Slight Spoiler Warning ***
If u've played well enough in Arcade Mode or Campaign Mode, you'll get to fight this hidden boss as a bonus stage! That's the reason y in Arcade Mode, u'll get extra lives as rewards for destroying the final boss.
However, that's only provided if u've played it well to attain a certain high score to unlock the final boss fight. It won't be easy for most!
Starlight: Eye of The Storm, Final Campaign Mission Preview
This is a preview of the final Mission in Campaign Mode. The only spoiler is the bullet hell intensity of it. There're other things in the level that will kill u as well, so this is just really a taste of things to come.
We'll be hitting Full Release status very soon. Already testing the final bits and the last step will be to run an end to end on Steam. The final release date will be announced VERY soon!
Thanks for your patience with us. WE want to release a proper game, not a game made in haste, full of bugs or/and is uninspired.
STARLIGHT: Eye of The Storm - Full Release Preview #3
This is Campaign Mode, Mission 1, Area 2. Every core mission has at least 3 areas and all must be completed in order for the mission to complete. Unlike Arcade mode, most missions in Campaign Mode has 1 or more objectives to fulfill in order to complete the area.
Campaign mode also comes with dialog that explain certain parts of the plot and what the main characters are thinking. Also, there'll be new ships added on top of Arcade mode.
Starlight: Eye of The Storm - Full Release Preview #2
Starlight: Eye of The Storm - Full Release Preview #2 - Side missions. What are they? Why complete them? What are the rewards that lie upon completion? Watch to find out!
Starlight: Eye of the Storm (Full Release Preview #1)
Just a quick preview on what the full release has and what early access doesn't ... it's not a lot - afterall, we shouldn't be spoiling the fun.
STARLIGHT: Eye of The Storm - 16:9 widescreen gameplay vid #2
STARLIGHT: Eye of the Storm --- 16:9 widescreen gameplay is confirmed to be working and will be formally introduced in v1.0 full release! Along the way, I've found that the dual Gunship fight was kinda a disgrace for stage 10's difficulty... so I ramped it up here.
Enjoy!
STARLIGHT: Eye of the Storm, full 16:9 gameplay mode
ALRIGHT! Here's the full 16:9 gameplay vid. So far so good. The 16:9 backdoors are working as planned ... though the game is still designed around 4:3 ... it'll automatically be made compatible with 16:9 gameplay ...
Testing is now in progress to ensure that the game works just as fine as before ... without the black borders of course ...
We'll be releasing more gameplay vids in the coming days to showcase the game's v1.0 build as we head towards the end of early access.
Oh yeah! Why not buy a copy now while it's on 40% off?! Yeah u won't get the widescreen gameplay YET but it'll be there in v1.0 which u'll automatically get for free if u buy now!
Little Valerie playing Starlight: Eye of The Storm! She's quite good really! Finally I can go around saying - even a little girl can outplay you! whahahaha
thanks Alvin for sharing this clip!
Official Starlight: Eye of the Storm Trailer #3
Do not underestimate what your special powers can do. When you have a friend playing with you, that power can be further augmented to great effect! Just because this is a vertical shooter doesn't mean there won't be duelists coming at you in circles. Drift like an expert to engage those enemies or you'll end up as space debris!
Starlight: Eye of The Storm - Official Trailer #1 - Unleash the Power!