First thing first, i don’t own any right for Star Wars.
This is a hobby project, i’m developing it in my spare time.
My English knowledge have lots of lacks, sorry about typos and grammar.
Most of the assets i have downloaded from the internet! I have asked most of the makers to gave permission to use it, however maybe i just missed someone! So please before you post, i didn’t asked you or your friend, please tell me, and i will make a credit for him/her!
Origin:
- I’ve started this project about 2013 fall, and since than i have a very good times.
- For now its only for me. No intention for commercial use or earn money from this project!
- The purpose for this project is to be more educated about game development.
- I’m a big fan of Star Wars - play some arcade dogfight game.
- The idea is based on the Rogue Squadron series.
- When LucasArts didn’t released the second game for PC i was very disappointed. However what Factor5 did is pretty amazing.
First Level (Battle over Tatooine)
I have designed this scene to a brainless dogfight simulation. There is no object or mission right now, just pick a side and ship/turrent and destroy the other factions units. The combat makes interesting when you pick up a chaser, you have to manage to avoid its lasers. To make it help i wrote a chaser camera to see your ship from the enemy ship point of view. This technique was used in Star Wars Rogue Squadron II - Rogue Leader.
In this picture, you can see an old model. I take the time to upscale the texture from 512 to 2K.
Features:
- Bots vs. Bots battle (50v50 currently)
- All units playable such as star ships and turrets
- ‘Battlefield 3’ like jet control
- Speed determine maneuverability
- AI combat tactics behavior(patrol, defend, follow, goto)
- Squadron system(small groups of teams and their Leaders)
- Multiple ship main color(red,blue,green,yellow)
- Battlefield system to avoid path finding
- For ships, outer and cockpit view
- Level of Detail calculation for better performance
- Pooling objects/effects
- Advanced camera control(escape camera, cinematic view)
- Repair damaged vehicles
- Minimalistic user interface
Future Plans:
- Extending AI behavior
- New levels with game mechanics
- Very next goal a movement based ship defense level where the enemy’s attack in waves
- Voice Overs for team communication
- Higher detailed cockpits, and models
- Old models revisit(higher Textures, poly count)
- Over the years i wrote so many lines of code. Make them module able
Video:
Development playlist https://www.youtube.com/playlist?list=PLidvyD26lBfo5GGhcANomuIe0-eJu735P
More screenshots Star Wars - Album on Imgur
Credits:
Most of the assets including music, textures and models are from ‘Star Wars The Original Trilogy Mod’ wookieejedi’s wonderful collection and work.
I would like to admire(warfull, Brand-X, zookeeper, Axem, Galemp, Newman, Jacek, greyleader, swashmebuckle, bobbtmann) work from http://www.hard-light.net/ (models and textures):
- X-Wing, A-Wing, Y-Wing, CR90, GR75
- Tie Fighter, Tie Bomber, Tie Interceptor, Imperial Shuttle
- Mon Calimari, Star Destoryer
Also “Master Qui-Gon”, “DTM” from X-Wing Alliance Upgrade
- Millennium Falcon, Outrider
to provide and gave me their permission to demonstrate my project.
There are some Unity Free assets what i use for this project
- Detonator Explosion Framework(Unity Asset Store - The Best Assets for Game Making)
- Volumetric Lines(Unity Asset Store - The Best Assets for Game Making)
- ForceX 3D Radar UI(3D Radar UI : Beta-2d July-22-2016 - Community Showcases - Unity Discussions)
- MK Glow System(Unity Asset Store - The Best Assets for Game Making)
Inspiration:
EDIT:
16.05.31 - Credits Fixed, new Video