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Rocket launch and hyperspin tutorial
Rocket launch and hyperspin tutorial












rocket launch and hyperspin tutorial

It is most dangerous when approached directly from the front or from behind, since you are in range of both its turrets then. I also added a two-turret Gunship that can fire in all directions. I added a ground-based Flak-Mech enemy that shoots at you from long range and denies areas with its unaimed scatter shots. This laid the groundwork for later enemies and boss fights. This week I concentrated on different enemy types and mechanics to support them. (Prototype, everything you see here is subject to change) Hyperspace Dogfights after five weeks of gamedev. If you have feedback or suggestions please share them in the comment or in the games forum. Today I also started implementing enemy randomization, the fighters you fight now behave different each play-through in regards to offence, durability and manoeuvrability. I'm not very happy with the current visuals for that, so this might get changes soon as well. The APC enemies have just been added recently, In general I want to focus on enemy variety during the next days, adding more enemies that have broader attacks, requiring you to use the very WIP hyperspace dodge move. Enemies still ignore level boundaries, that's something that I'll tackle during the next days. The desert dust particles are still really taxing, those definitely need optimization. Sound design is still all over the place, but at least the soundtrack already adjusts to situation, fading out the baseline when you get away from enemies. Shield statues will probably be made more transparent in the future, right now the amount of shield shards is the only indicator of how low your shield is. As you can see damage and collisions work about as expected, with collision damage currently heavily favouring the player.

rocket launch and hyperspin tutorial

I also worked on what will eventually become the games title screen. So far I focused mostly on basic combat interactions and mechanic, level boundaries, combat feedback and game feel, as well as camera control. The overall goal is to develop a randomized sci-fi dogfighting game where each run feels a little different. (Prototype, everything you see here is subject to change) Hyperspace Dogfights after four weeks of gamedev. The game has come a long way since then, to me these fist weeks already feel like ancient history. If you followed the studio channel you won't read anything new here, but I felt those stuff belonged on itch too, if not just for reference.

#ROCKET LAUNCH AND HYPERSPIN TUTORIAL UPDATE#

The upcoming ultraviolet update will probably come with its own dev blog, but for now I give you a full retrospective on HDogs first four months of rapid iteration development. So between the itch launch, the ongoing green-light campaign, presenting at AMAZE and actually working on content for the next update, I had little time to keep you all posted.














Rocket launch and hyperspin tutorial