I’m not a active poster on this forum, mostly used it to figure out what I’ve done wrong while making my game! But getting closer to actually having something to release so thought I’d post it up here and see what people thought. Purchased a few graphical assets from the store as I’m more of a developer than an artist so you might recognize some of the art work.
I’ve been working on the game on and off for the last couple of years when I have spare time, but have recently really concentrated on getting it completed and want to release something in March 2018.
It’s a space fighting simulation style game that takes its inspiration from Wing Commander and the X-Wing series of games.
Here’s the current trailer for the game.
This is what the game looked like back in Feb when I tried doing a Steam Greenlight submission, but tbh the game wasn’t ready to be shown off - And looking back now I wonder what I was thinking!
Discovered last night that a video game website in New Zealand (where I’m from) wrote up an article about my Kickstarter campaign which was pretty cool. They hadn’t actually said anything to me I just stumbled across it which was a shock I must admit! https://www.gameplanet.co.nz/news/g59e52ab573a3b/
Looks cool overall. 2 things immediately catch my eyes are the explosion and flying speed.
The explosion effects can improve more but I think this is not the final outcome right? Ya.
Suggestion: Can use some flow animation or perspective to indicate the flying direction & speed.
Definitely some good calls with the changes made to the video (and gameplay accordingly). Having the camera a little closer and higher really lets us see what is going on when we’re not playing but simply observing. The sound effects also let us understand the gameplay a little better.
On quick thought on the game itself: The camera seems a little static. When I think back to classic space shooter style games, the camera tends to be a little more dynamic - Getting closer and narrowing the FoV when you slow down, widening up when you gas it, providing a little ‘look-ahead’ when banking sharp turns. You might consider taking a look at some classics like StarFox 64 and Rogue Squadron for some ideas.
Yeah still have a little bit of work around the graphical side to do which I’ve put on hold until I’ve got the levels and game features 100% ticked off.
I like the idea of changing the FoV when the boost speed is applied. Currently do a little warped effect and move the camera back, will have a play with that tonight.
Regarding the camera being a bit static, its a hard one to get right I find. I had it more “loose” like in Rouge Squadron and after a bit it didn’t feel right so I tightened it up, might have gone over board though.
Also when in cockpit mode I need to make the frame move around a bit - Was having issues with random stutter for some reason when I played with that part and was a little stumped as it wasn’t happening elsewhere using the same technique.
Great feedback, it really helps having another set of eyes looking things over.