A space fighter designed for use within a space setting. This asset comes with a fully functional space ship controller designed for a 3D setting and a weapon/projectile system to get you started, place two prefabs in your scene and press play!
Play the demo scene in your browser now!
Asset Store Link - $2.49
Features
Razex T1 Fighter Meshes
Simple Asteroid
2048x2048 Textures (Normal,Specular,Glow)
Worn and Clean Materials
Space Ship Controller (3D Arcade)
Smooth Camera Follow (360 3D Smooth)
Basic Weapon and Projectile System
Blue Nebula Space Skybox
All textures have .psd files that contain all the texture maps, each with their respective content divided among separate layers for easy editing.
Additionally the store graphics and demo scene preview on itch.io display the ship with the Bloom and Antialiasing scripts from Unity Standard Assets (Effects Package) attached to the camera
Working on Update 3.0 at the moment.
Features added;
Destructable component, gives a gameobject hit points and optional shield
with damage and collision logic.
Created UI component to manage the speedometer, hit point and shield point
meters (future additions include target tracking).
Area spawn system with independent respawn timers, definable area, spawn object and spawn time.
To do;
Target tracking system, displays tracking ui around targets with inputs for cycle
and lock with aim guidance.
Environment effects, space dust and nebula.
Ship effects, shield hit, hull hit and destroy effects
Note;
This update is expected to be finished and submitted to the asset store by the 23rd of this month (April 2017). When this update is submitted it will be renamed and put into a different category, one related to game mechanics because the content is moving away from modelling. Also the price will increase slightly to accommodate for the additional time and increase in content. So snap it up now while its cheaper
Sorry peeps but the update is taking a little longer than expected!
Also do you guys think think we should add a relational damge system to the destructable component allowing for damage to be based on the speed and mass of the colliding object?