Void Destroyer - space sim project
Posted: Mon Jan 03, 2011 2:53 am
Hey guys, been working hard and here is iteration 15!
Iteration 15 added ship radar, HUD/GUI overhaul, asteroid mining, cutscenes, story/missions and dialog as well as other improvements.
Iteration 15 is the precursor to iteration 16 which is to follow soon (around a month).
Iteration 16 will be very important to the project as that will be the iteration for a Steam Greenlight and potential Kickstarter demo.
Due to the new story elements and impending iter 16 and its importance I'd very much appreciate any/all feedback on the current state of the project. Especially on the new "story mode"
For example:
Is it too hard?
Is it too easy?
How long did it take you to complete?
Any odd things?
Any things that stopped you?
A new video is avaiable showing the changes:
[youtube]TlSVAigeYc8[/youtube]
Here's the change log for iter 15:
http://www.voiddestroyer.com/forums/vie ... ?f=7&t=396
I've updated the media page with some new screen shots:
http://voiddestroyer.com/media.html
Here's a screen shot of the new command ship:
Iteration 15 is available on the main site: http://www.voiddestroyer.com
thanks for reading!
------
Iteration 14 has been released. In iteration 14's video I've included sound since it surpassed the "cringe" of placeholder sounds, still a lot of work to do - but its heading in the overall goal
---------
Hey guys, iteration 13 has been released!
Iteration 13 added a few things: weapon recoils, debris, gate travel, enhanced ship changing and other features, enhancements and bug fixes on our way to Beta.
Check out the change log for details:
http://www.voiddestroyer.com/forums/vie ... ?f=7&t=387
Iteration 13 is avaiable on the main site: http://www.voiddestroyer.com
Hope you enjoy and thanks for checking it out!
----
Iteration 12 is now available on the main site: http://www.VoidDestroyer.com
Iteration 12 focused on "tactical mode enhancements" - tactical mode is the RTS portion of the project, allowing to command/control/order the player's assets (ships/stations) - heavily inflouenced by the general control structure of Homeword and other RTS games.
Here is the change log:
http://www.voiddestroyer.com/forums/vie ... ?f=7&t=381
-------------
Its been quite a few months since the last release and we've been working hard.
Iteration 11 is now available on the main site: http://www.VoidDestroyer.com
Iteration 11 focused on overall enhancements of the project, including many art upgrades.
Here is the change log:
http://voiddestroyer.com/forums/viewtopic.php?f=7&t=363
----------------------------------------------------------------------------------------------------------------
Hey guys, project still going strong, here's some news: did an interview with True PC Gaming about the process, mentioned Ogre3D and it also has some new screen shots of the new art style we are going for.
Direct link to interview:
http://truepcgaming.com/2012/01/11/when ... interview/
http://truepcgaming.com/
------
Iteration 8 - players can now capture enemy asteroid bases (try it and let me know how it goes! it takes me about 30 minutes to capture the nearest base) - RTS elements (enemy bases build stations and ships then send them against you), "Bare Bones" mode - textureless and shaderless for laptops without Nvidia/ATI cards.
Heading more and more towards alpha release Meaning that I need more and more feedback. Especially play testing and letting me know how base capturing strikes players (I'm a bit biased )
Main site with download: http://www.VoidDestroyer.com
thanks!
----------------------------------------------------------------
Iteration 7 is out: shaders added, new models and various fixes, website moved to http://www.VoidDestroyer.com, here's my favorite screen shot from last night's play testing before release (more new screen shots on media page of site).
---------------------------------------------------------------------------------------------------------
Iteration 5 is out, the project now has a name: "Void Destroyer", sooner or later http://www.VoidDestroyer.com will point to official website dedicated to the project.
Summary:
Addition of Command Ship - eventually this will be a customizable and upgradable warship with many tactical/offensive/defensive abilities, right now it is in a basic state with few options. If the Command Ship is destroyed the game ends (the player's avatar is located in the command ship). As a result I added a "Game Over" screen finally after nearly 2 years
Game now has a music track (it is a funny/good feeling when you hum the song of a game you made)
I've started down the path to contract out for art work, found a few artists who are willing to work for meager wages that I'm able to budget out of own pocket towards project. Also I bought a few stock models as well.
----------------------------------------------------------------------------------------------------
Iteration 3 is out, iteration 3 features the game world changed from a planetary system to a asteroid base system which orbit around an artificial sun. Most of the models have been re-vamped to add detail, and the difficulty is more linear (starting with few enemy corvettes and fighters ending with carriers and destroyers). There is also a little temporary help gui accessed via a Help button (or key press H) while in game to show key commands.
Hope you enjoy:
-------------------- Iteration 1 --------------- Posted Jan 2011
For the past month and a half instead of adding features I've decided to polish and fix what I have and release it to the wild in the hope that the project would be better off with community feedback. You can download it on my site http://www.arrmaytey.com. This is the first release of what I hope to be many, eventually with good graphics (except for Particle Universe media pack, it is all programmer art), sound and many more features. The ultimate dream is a commercial release on my webpage and/or Steam network.
What it is: a space sim with real time strategy elements (inspired by the classics). Manage planets and build space stations, setup trade routes, build ships and command them to defend yourself from attacking pirates and aliens. Play with a mouse or joystick. Take command of your ship directly or let the ship crew do the work for you while you manage the battel from the tactical screen.
Tech used: Ogre 1.7, OIS, CEGUI, Bullet (with BtOgre), Advanced Ogre Framework, OgreOggSound (OpenAL), Particle Universe, and NSIS for the installer (tested on Windows 7 (wife's laptop) should work on XP (my development environment). Many thanks to the Ogre community for your help, without Ogre this probably would have never happened.
I hope you download, enjoy and give me some feedback. Thanks
Iteration 15 added ship radar, HUD/GUI overhaul, asteroid mining, cutscenes, story/missions and dialog as well as other improvements.
Iteration 15 is the precursor to iteration 16 which is to follow soon (around a month).
Iteration 16 will be very important to the project as that will be the iteration for a Steam Greenlight and potential Kickstarter demo.
Due to the new story elements and impending iter 16 and its importance I'd very much appreciate any/all feedback on the current state of the project. Especially on the new "story mode"
For example:
Is it too hard?
Is it too easy?
How long did it take you to complete?
Any odd things?
Any things that stopped you?
A new video is avaiable showing the changes:
[youtube]TlSVAigeYc8[/youtube]
Here's the change log for iter 15:
http://www.voiddestroyer.com/forums/vie ... ?f=7&t=396
I've updated the media page with some new screen shots:
http://voiddestroyer.com/media.html
Here's a screen shot of the new command ship:
Iteration 15 is available on the main site: http://www.voiddestroyer.com
thanks for reading!
------
Iteration 14 has been released. In iteration 14's video I've included sound since it surpassed the "cringe" of placeholder sounds, still a lot of work to do - but its heading in the overall goal
---------
Hey guys, iteration 13 has been released!
Iteration 13 added a few things: weapon recoils, debris, gate travel, enhanced ship changing and other features, enhancements and bug fixes on our way to Beta.
Check out the change log for details:
http://www.voiddestroyer.com/forums/vie ... ?f=7&t=387
Iteration 13 is avaiable on the main site: http://www.voiddestroyer.com
Hope you enjoy and thanks for checking it out!
----
Iteration 12 is now available on the main site: http://www.VoidDestroyer.com
Iteration 12 focused on "tactical mode enhancements" - tactical mode is the RTS portion of the project, allowing to command/control/order the player's assets (ships/stations) - heavily inflouenced by the general control structure of Homeword and other RTS games.
Here is the change log:
http://www.voiddestroyer.com/forums/vie ... ?f=7&t=381
-------------
Its been quite a few months since the last release and we've been working hard.
Iteration 11 is now available on the main site: http://www.VoidDestroyer.com
Iteration 11 focused on overall enhancements of the project, including many art upgrades.
Here is the change log:
http://voiddestroyer.com/forums/viewtopic.php?f=7&t=363
----------------------------------------------------------------------------------------------------------------
Hey guys, project still going strong, here's some news: did an interview with True PC Gaming about the process, mentioned Ogre3D and it also has some new screen shots of the new art style we are going for.
Direct link to interview:
http://truepcgaming.com/2012/01/11/when ... interview/
http://truepcgaming.com/
------
Iteration 8 - players can now capture enemy asteroid bases (try it and let me know how it goes! it takes me about 30 minutes to capture the nearest base) - RTS elements (enemy bases build stations and ships then send them against you), "Bare Bones" mode - textureless and shaderless for laptops without Nvidia/ATI cards.
Heading more and more towards alpha release Meaning that I need more and more feedback. Especially play testing and letting me know how base capturing strikes players (I'm a bit biased )
Main site with download: http://www.VoidDestroyer.com
thanks!
----------------------------------------------------------------
Iteration 7 is out: shaders added, new models and various fixes, website moved to http://www.VoidDestroyer.com, here's my favorite screen shot from last night's play testing before release (more new screen shots on media page of site).
---------------------------------------------------------------------------------------------------------
Iteration 5 is out, the project now has a name: "Void Destroyer", sooner or later http://www.VoidDestroyer.com will point to official website dedicated to the project.
Summary:
Addition of Command Ship - eventually this will be a customizable and upgradable warship with many tactical/offensive/defensive abilities, right now it is in a basic state with few options. If the Command Ship is destroyed the game ends (the player's avatar is located in the command ship). As a result I added a "Game Over" screen finally after nearly 2 years
Game now has a music track (it is a funny/good feeling when you hum the song of a game you made)
I've started down the path to contract out for art work, found a few artists who are willing to work for meager wages that I'm able to budget out of own pocket towards project. Also I bought a few stock models as well.
----------------------------------------------------------------------------------------------------
Iteration 3 is out, iteration 3 features the game world changed from a planetary system to a asteroid base system which orbit around an artificial sun. Most of the models have been re-vamped to add detail, and the difficulty is more linear (starting with few enemy corvettes and fighters ending with carriers and destroyers). There is also a little temporary help gui accessed via a Help button (or key press H) while in game to show key commands.
Hope you enjoy:
-------------------- Iteration 1 --------------- Posted Jan 2011
For the past month and a half instead of adding features I've decided to polish and fix what I have and release it to the wild in the hope that the project would be better off with community feedback. You can download it on my site http://www.arrmaytey.com. This is the first release of what I hope to be many, eventually with good graphics (except for Particle Universe media pack, it is all programmer art), sound and many more features. The ultimate dream is a commercial release on my webpage and/or Steam network.
What it is: a space sim with real time strategy elements (inspired by the classics). Manage planets and build space stations, setup trade routes, build ships and command them to defend yourself from attacking pirates and aliens. Play with a mouse or joystick. Take command of your ship directly or let the ship crew do the work for you while you manage the battel from the tactical screen.
Tech used: Ogre 1.7, OIS, CEGUI, Bullet (with BtOgre), Advanced Ogre Framework, OgreOggSound (OpenAL), Particle Universe, and NSIS for the installer (tested on Windows 7 (wife's laptop) should work on XP (my development environment). Many thanks to the Ogre community for your help, without Ogre this probably would have never happened.
I hope you download, enjoy and give me some feedback. Thanks