Posted on August 26, 2013, by Nertea.
For AI in the beta version, we've made many improvements from the demo. Everything is new, everything is better and you'll notice the result when playing the game. To do this, I've combined the two common approaches to AI in doing this - a finite state machine (FSM) and behaviour trees. I was explaining the system to Alex today and he suggested I write up a post on it, so I did! You can read it over at the devlog. Because it's a whole bunch o' words, I also included some nice pictures.
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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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Posted on June 21, 2013, by Nertea.
Despite the fact that Calgary is flooded, we're still hard at work!
Check out the newest development blog entry - it's a video, containing an excellent narrated timelapse of Alex designing, modeling and texturing a starship. I have personally watched it 3 times, because I enjoy it so much.
Part II will follow... soon.
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Posted on May 13, 2013, by Nertea.
Hey all, been a while!
A new development blog entry is live in the usual place. It talks about some changes we're making to starship physics and visuals from the demo. It also has a nice render of the EMPOL Blackjack battleship.
Head over and read it!
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Posted on March 20, 2013, by Nertea.
It's been two weeks since we released the demo of Star Villains and Space Heroes. We're super excited by the reception so far. The demo has been downloaded about 250 times counting all mirrors, which is awesome! Thanks everyone!
We've been busily working away on the full version of Star Villains and Space Heroes, assembling the first beta release. We're going to work on a tiered release schedule - we'll have periodic updates at important points in the development cycle.
The first thing that we're going to work on is a full-featured skirmish mode. You'll be able to set up battles between two (and eventually up to four) fleets - choosing from all of the playable factions and starships. We aim to include several configurable game modes, like convoy escorts, all-out fleet battles and others.
Eventually, we'll move that skirmish mode online and introduce multiplayer. You'll be able to play versus type matches as well as work cooperatively against AI fleets.
Finally, we'll release a single-player campaign which will tell the story of the Star Villains and Space Heroes universe.
Here's a quick breakdown of what to expect as we release betas and updates:
First beta: skirmish mode. Set up battles of whatever size your want, wherever you want.
We're always working to improve and streamline controls. And look forward to a completely new fully 3D game interface!
A future update will feature functioning multiplayer. We're really excited for this one!
Carriers! These vessels (along with some of the larger capital ships) are the main dimension of gameplay excluded from the Demo. We've been working on it all along, but we want to make sure the experience is awesome, so look forward to fighter furballs in future versions!
More ships! Each faction will feature about 10 unique starship frames. Ship classes will include Scouts, Frigates, Destroyers, Cruisers, Battleships, Dreadnoughts, and Carriers, all with different play styles, and variants for when you get tired of the stock weapon loadouts.
More factions! The final version of SVSH will include at least five main playable factions, each with a full space navy of capital ships.
The Campaign : SVSH takes place in a big universe, and if you're a fan of space opera, you might enjoy some characters and story to motivate your epic space battles.
Let us know what you think - If you've played the demo, tell us what you thought! If you've got any thoughts, or things you'd like to see, comment here. If you didn't play the demo, you should go try it!
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