Apparent Horizon is a 4 player Co-Op Space Sim / Survival / Real Time Tactical game build on the Unity Engine using NGUI and Photon frameworks to help create it. The main objective of this Apparent Horizon is to manage your resources while working with your team to fend off onslaughts of enemy factions that find you a threat and want to destroy you. As you move through the waves and collect resources you have to upgrade / buy ships and weapons, use your extra ships as fleet members or drones to repair / mine / fight for you. The game will continue until all members have run out of spare ships and money to buy even the most basic of ship.
Players will be able to assist each other with buffs that range from weapon cooldowns to thrust boosters and debuffs such as EMP or weapon overheating. Watching each others backs while repairing or protecting the mobile base is imperative to survival in Apparent Horizon, especially as you progress into the later stages and ships begin to dwarf the moons and planets.
Visit Apparen Horizon at...Twitter.com/horizonApparentFacebook.com/ApparentHorizonGame
So as this week comes to a close I release my second iteration of Apparent Horizon to the public, Alpha Demo 1.1, this comes with a few patch notes...
- Fixed target boxes rendering on screen when units are off screen. They now go to their proper sides.
- Fixed asteroid targeting, now made it correspond to the asteroid targeted instead of its own targeting system (was old code).
- Fixed target boxes jumping around when objects center points changed.
- Fixed targeting system not properly re-enabling after leaving space station.
- Added distance under currently targeted targets box.
- Removed excess factions that won't be in final game.
- Optimized targeting code.
- Changed version number to reflect current so other versions cannot join new update.
Some of the bugs plaguing 1.0 and 1.02 are fixed and makes it easy to find and kill your targets.
Inside are instructions how to play which I are also below.
Alongside this update, my kickstarter will also be getting an update to the video and an entirely redone page.
The major focus of this update has been, new graphics, new UI features, better / smoother gameplay mechanics, more variety in ship handling and characteristics, tweaks to ship data and optimizations all around especially in the particle effect territory. This has allowed me to optimize the game to keep it around 60 Frames per second.
The second major focus of this update has been the Wave mechanics which increases difficulty depending on how many players are in, ups the ante each wave and every 5 steps up the difficulty entirely. Each wave will have a payout with a base of 100 Credits and a modifier that adds more depending on which wave.
With over 12,500 lines of code written in the last 8 months I'm happy to say Apparent Horizon is well on its way to becoming a full fledged game.
Latest tweets from @horizonapparent
@NeverwinterGame The connecting screen. The hardest part of the game if you ask me.
May 19 2015, 2:00pm
May 19 2015, 9:54am
@OfficialRCT how can I apply over at the new studios? I have plenty of unity exp, love rct and rollercoaster and I'm a programmer. Cheers!
May 15 2015, 10:09am
@Codemasters And it's amazing. So fun.
May 6 2015, 10:45pm
@PlaytonicGames Make sure the coins have some sort of proximity magnet on them so they dont frustrate people. Nothing worse than 1 inch miss
May 4 2015, 11:03pm
Mar 30 2015, 4:24am
@netflix Take the Top Gear Crew, hire them on. Destroy BBC and rake in the cash you'll make from everyone subbing to NF for a new TG.
Mar 24 2015, 7:26pm