An upcoming 3D space combat game where you command capital ships in epic space battles.

December News Blitz!

Posted on December 8, 2013, by Nertea.

Arr guys, it's been a while! We're doing a blitz of news though, because we've had a lot of progress in the last few months. Here's three dev blog entries that talk about a lot of things!

 

 

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First, Captains that talk, ships that shoot! Check out a new ship and some info about AI personalities.

 

 

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New ship? Or, is it an old ship? In which Alex shows off a cool looking "old-style" EMPOL ship. This will be a lot of fun to use ingame.

 

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A new map is shown off in New battleground! Featuring the AIAD complex in our Space Terrain news piece a while back.

 

I also uploaded more screenshots to IndieDB, so head on over there to check them out. We're even working on a new website! Interesting times indeed. Oh and it is that time of the year, where IndieDB does this whole Indie of the Year competition. Please consider voting for us, we'd really appreciate your support!

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August 15th - Beta Screenshots!

Posted on August 15, 2013, by Nertea.

Well, it's been a while since I've posted anything around these parts! Rest assured that we're still working hard on getting the next version out. We'll actually have some more info on release plans in the next weeks, so stay tuned.

Here are some screenshots from our latest beta build, which is coming together quite nicely. Of note - directional shadows, new skyboxes and lots of cool effects.
 


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Head over and check out the rest of the screenshots over at IndieDB.

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June 29th: Development Blog - How to Design a Starship Part II

Posted on June 30, 2013, by Nertea.

We've just put together another blog entry - more video, continuing last week's piece. In this, Alex will talk about his work with sound effects, and I get a chance to talk about special effects and putting ships ingame. Enjoy!

 

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January 25: Welcome to the SVSH Forums!

Posted on January 25, 2013, by Nertea.

Welcome to the Star Villains and Space Heroes forums, kindly hosted by the Revora Creative Network!

 

It's looking pretty empty right now, but we're planning on populating the place with lots and lots of content to be.. awesome. I'm just putting the finishing touches on the website now, for example.

 

In the meantime, here's some quick information about the game. Also, feel free to check out our IndieDB page, which has some more screenshots from our alpha version. Expect more in the coming weeks.

 

                         

 

SVSH is a game influenced by our team's love of science fiction in general and space combat games in particular. Both of us spent a lot of time playing older RTSes, sims and FPSes, from really old classics like Descent and TIE Fighter to more modern games like Supreme Commander. To that end, we've decided to draw together a lot of disparate elements to create a game that, first and foremost, we'd enjoy playing. We do rather hope other people will too.

 

At its core, SVSH is a 3rd person space combat sim, though with enough streamlining and simplification that it's easy to pick up and play. You, the player, take command of a single large capital vessel and engage in combat with similarly equipped enemy ships. It's up to you to use your ship's abilities to their fullest and defeat the enemy.

 

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Combat takes place in full 3D space with realistic space physics - no drag unless you are in an atmosphere. This increases the complexity of the maneuvers you can pull off - imagine setting up an attack run past an asteroid outpost, firing your main engines and coasting by on inertia as you fire off your ship's arsenal. Trust us, it's damn fun. You also have access to advanced technology and abilities, such as point defence guns to shoot down missiles, electronic countermeasures to jam enemy locks, and special engine overloads to boost the power of your engines.

 

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We aim to present a very large range of ships, from small frigates to large battleships and dreadnoughts, with lots of different types of weaponry (railguns, beam weapons, missiles, unguided rockets and more). We have a detailed original backstory with at least five (and probably more) unique factions, ranging from humans to aliens to artificial intelligences. Each faction has its own design philosophy, set of preferred weapons and strengths and weaknesses. Look for more information on these factions and their starships in the coming weeks!

 

                        

 

Amazingly, Star Villains and Space Heroes has now been under development for about 2 years now, much of which was teaching ourselves Unity and experimenting with various systems and ideas. We've made great progress in the last year, and are ramping up work to deliver a playable demo reasonably soon. The demo will give you a taste of what the full game will be like, and should provide four missions with four playable ships.

 

 

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