It has been a while since I last gave you a playable version of this. I have added a lot of new stuff, most of it pretty rough. New stuff:
Menus----
Chose between static and normal mouse control in the options
Name your pilot and choose a faction (Faction textures not made yet, so I use the texture for that faction’s ship as a place holder)
Select a level
Space Station level-----
Dodge bullets from giant long range cannons while aproaching the station
Take out close range turrets by shooting them and take out long range cannons by shooting the glowing cylinder.
Find a way into the station and explore in there. ( with portal culling!! )
Update 14/12/06------
I uploaded a new version with WASD or arrow key input, brakes, and shield and armor indicators on the dashboard thing.
Plus a shield affect and many other small improvements.
Please realize that there are probably a million problems at this point and most of it in unfinished but suggestions are very welcome anyway.
Controls:
thrust: w or up
brake: s or down
turn: mouse movement
roll: a or left and d or right
fire main weapon: mouse 1 or right option
fire secondary weapon mouse2 or right control
scan for targets: right alt/cmd or q
scope: ?/ key or e
That was awesome. Like Lallander I got through X-18, but the battle station gave me a bit of trouble. I Knocked out 1 of the turrets and almost killed a second before being shot down.
Neat! I couldn’t hit the other ship with lasers and I didn’t seem to have any missiles, but it’s a nice polished system with the button effects and everything.
And I did get into the station–as a Descent fan, I am all in favor of flying indoors
Nitpick: during play, the menu pointer stays visible.
What do you mean by the cockpit is restrictive? It obscures your vision too much?
The cannons on the space station anticipate your velocity so you have to change it for thier shots to miss. Turn as they shoot to dodge the bullets. I know it is too hard right now but as I said, this is a rough version.
I will smooth everything out and add more stuff soon I hope.
It feels like the ship is always climing. No instruments, no controls, it feels like there is this useless lump in my face that I would probably saw off and weld flat the next time I was able to get some hangar time.
This is absolutly great! Those Shots really are aggressive. Lots of Effects… Yeah!
You get things done, Yoggy!
The Ship Controls, especially the speed control would require a little fine tuning in my opinion. And yes, a retro-thruster would be cool also. Some more HUD Elements or Buttons etc. (needful or senseless… doesnt matter) would also increase the feeling of being in a cockpit.
I like this game more and more… Well done!
@Lallander - I hope you didnt saw off anything, cause you definatly would end up with lots of loose cables, originally belonging to some logic circuit or control unit, leaving you drifting and defenseless… As this is a WIP i guess Yoggy will come up with some interesting stuff for that console soon…
Yes the cockpit screens and the blue center thing on the blue ship will be covered with useful and neat looking gadgets. I just haven’t done it yet.
I wanted to make the engines only push forward because I thought it would be a neat game play item that distinguishes my game from normal boring FPS type controls.
Not many people like it though… Maybe I won’t do it after all.
I know what you mean. But those “Lunar Lander” controls dont suit well for a combat ship. I guess with the ability to reverse thrust it would be much better to control, without giving it a shooter feeling. Maybe you add something like overheating so you cant accelerate/decelerate all the time?! Just thinking out loud! Do what ya want.
I think it’s very refreshing to see a space game that’s actually a space game, not just a flight sim with stars in the background, like 99% of other so-called “space games.” Space combat is a lot different from jet combat, or should be.
The max velocity is needed. Without it some really really crazy things would happen and it would be a way for people to ruin the game for themselves. I have considered it but I just won’t because there are too many problems with it. I am too lazy to obey the laws of physics
I would really rather have w thrust forward and a,d control roll, with perhaps s handling a breaking thruster. That way main stearage and weapons are all on the mouse.
Oops, looks like I edited my post just as you wrote that…wouldn’t want people to think you’re crazy. I realized that, which is why I took it out of my post…if you go too fast, you have collision detection problems which you can’t possibly get around.
I sleep just fine I just spend way to much time in front of my computer.
I am starting to agree with the WASD control scheme. But I will not put straifing (other then the go forward and then turn left or right kind) in there because it is just too standard and would wreck the gameplay I am trying to create.