Pulsar is a modern team based space combat game. There will be 4 different game types but Domination is what makes Pulsar really special. In Domination the objective is to destroy all the competing team’s base and take control of the system. However, it’s not just about combat; we’ve added a touch of strategy through the use of team resources. Teams will need to reach a science level of 10 before they’ll acquire the right weapons necessary to take out an enemy base. To reach each science level teams will need to acquire resources. The more resources, the faster your team can level up. Use your resources wisely because too few spent on upgrades can leave you vulnerable to attack, but spend too much on upgrades and your leveling will take too long. Die too much and lose valuable resources to respawn. With each new science level also comes new upgrades, so don’t waste time, help with mining to speed things along. Fierce dogfights will ensue while teams race to reign victorious.
I've been working on a multi-player, team-based, space combat shooter using Unity3D called Pulsar. I'm sharing this link to a video of the alpha build showing how well things are progressing.
Posted by 3dmuve on Dec 3rd, 2013
So today I release a new teaser video. I don’t update often, as I usually wait until I have something substantial. Several months ago I pulled the couple teaser videos I had because I was using some borrowed graphics. Today I bring you a new video showing real live, in game footage of the current alpha build. In this sample there’s around 45 ships comprised of human and AI. A lot is happening behind the scenes, and the current system is currently supporting 4 teams of 8 players each.
I hope to support closer to 15 players per team by the time it’s released. In this version each team spawns from a different quadrant. We have Blue, Green, Yellow and Purple teams. We also have a 5th quadrant with heavy purple fog and red tinted pirate ships (which are always NPC-AI). I’m really happy with the progress, as at this point most of the core gameplay functionality is done, and it’s more a focus on polish. I still need to add the in-game purchasing/upgrade system which will be available any time you spawn to re-outfit/customize your ship. The dashboard graphics are still static, but will be fully animated and functioning in the final release.
A few weeks ago I had a booth at the first annual Philly Game Forge, in Philadelphia, PA. I got to show Pulsar live to over 100 people, and I got great feedback from everyone. I’m taking many of the suggestions and working to integrate them into the beta build.
I hope to release a controlled alpha networking test soon, so if you’re interested please drop me a note.
Thanks and enjoy! (I hope the embedded video works, but if not, I'm including a link too.) Youtube.com