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Disputed Space - FPS Action Game

Discussion in 'Works In Progress - Archive' started by ShilohGames, May 28, 2015.

  1. ToshoDaimos

    ToshoDaimos

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    I like that your space is not black at all but colorful and vibrant. Looks very nice!
     
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  2. ShilohGames

    ShilohGames

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  3. RavenOfCode

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    Those warp jumps remind me of scenes in Star Wars... it really looks awesome! :)
     
  4. ShilohGames

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    Thank you. I am a huge Star Wars fan.
     
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  5. ShilohGames

    ShilohGames

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  6. ShilohGames

    ShilohGames

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  7. ShilohGames

    ShilohGames

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    I have been working on improving the laser impacts. Here is a quick video from today where I fight and enemy bomber to test out the new impacts.
     
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  8. ShilohGames

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    Here is a video where the projectiles are using the GPU instancing feature from Unity 5.4.

     
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  9. ShilohGames

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    Added more primary weapons to the game. Also added an option to select between linked firing mode and alternating firing mode.
     
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  10. ShilohGames

    ShilohGames

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    I tested the new nuclear torpedo on an asteroid today in Disputed Space.

     
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  11. ShilohGames

    ShilohGames

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  12. RavenOfCode

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    This is looking really good I really like the idea of customazation/options on your ships. The more weapons/stuff the better! :)
     
  13. ShilohGames

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    Thank you.
     
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  14. RavenOfCode

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    I rewatched some of your videos, the energy shields on the ships was a great touch! You have put alot of hard work into this and its really showing! Great work! :)
     
  15. ShilohGames

    ShilohGames

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    Thanks. I have been working on it for over two years.
     
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  16. ShilohGames

    ShilohGames

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  17. ShilohGames

    ShilohGames

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  18. ShilohGames

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    I testing the my new homing missile code today.
     
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  19. ShilohGames

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    I have been working on a performance improvements the past couple weeks. I also completely overhauled the asteroid fields, including the meshes, textures, and all of the code for spawning and managing the asteroid fields.
     
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  20. ShilohGames

    ShilohGames

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  21. ShilohGames

    ShilohGames

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  22. ShilohGames

    ShilohGames

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  23. ShilohGames

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  24. ShilohGames

    ShilohGames

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    Here is a video showing the new runtime procedurally generated space scenes:
     
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  25. Billy4184

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    Looks good! One thing that really jumps out at me is how the rotation of your ship stops dead. Are you using physics? If not some kind of exponental falloff might work well.
     
  26. ShilohGames

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  27. ShilohGames

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    Thanks. I am using physics for the asteroid field, but nothing else. I wanted to build a precise feeling game with controls similar to the old Decent games. I did not want to make a realistic physics based simulator.
     
  28. Billy4184

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    Well even the descent games didn't have a dead stop when you stop pressing the controls. I haven't played them but watching a video on youtube I can clearly see a short falloff. It's not about making anything realistic but rather simply giving a general feeling of weight to the player's movements. Even if you're not using physics, I would suggest decaying the rotation over a period of half a second or so, using a lerp value.

    Anyway, your game looks like plenty of fun!
     
  29. ShilohGames

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    Are you referring to the rotation during a barrel roll or the aiming?
     
  30. Billy4184

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    The aiming pretty much, it feels like the spacecraft has no weight because as soon as you stop turning it just stops dead, and there's no momentum. I think a little bit of follow-through would make it feel more satisfying!
     
  31. ToshoDaimos

    ToshoDaimos

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    Some people hate inertia games. Personally I like it a lot. I hate that primitive Wing Commander/Descent model where you simply fly in the mouse look direction. A good physics based flight model could add A LOT to this type of game.
     
  32. ShilohGames

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    I experimented with the feel of the game extensively during early prototyping. One of the factors I play tested was the weight/momentum on aiming. Everybody who played it liked it best without any weight on the aiming. I agree that the videos would look better with weight on the aiming, but this game definitely plays best without any weight.
     
  33. ShilohGames

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    I rewrote the pooling system for the laser projectiles in the game this week to take advantage of the new Graphics.DrawMeshInstanced method available Unity 5.5. There is a frame rate counter in the upper left corner of the video. Disputed Space is now pushing 120-250 fps in scenes that previous ran 40-100 fps.

     
  34. ShilohGames

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    Rewrote some of the AI code today to make the dogfights more interesting. Now when you shoot an enemy fighter or bomber, it will attack you. This is in addition to the existing target selection AI.

     
  35. ShilohGames

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  36. SteveJ

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    Damn....... this game looks pretty awesome.
     
  37. ShilohGames

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    Thank you.
     
  38. ShilohGames

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    I am refactoring the HUD to use uGUI instead of onGUI. Here is the last video.

     
  39. ShilohGames

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    Latest HUD improvements:
     
  40. ShilohGames

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    Latest improvements video:
     
  41. ShilohGames

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  42. ShilohGames

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  43. ShilohGames

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  44. ShilohGames

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  45. p1zzaman

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    Fantastic looking game, reminds of Decent. Excellent graphics and great ship designs
     
  46. ShilohGames

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    Thank you. My game is definitely influenced heavily by Descent and Descent 2.
     
  47. p1zzaman

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    Did you do all the modeling yourself?
     
  48. ShilohGames

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    No, the ships models are from the asset store. I am a programmer, not a modeler.
     
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  49. ShilohGames

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  50. ShilohGames

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