There aren't that many space combat games out there that deal with large capital ships. We aim to change that. Star Villains and Space Heroes can be best described as a 3rd person shooter - in space!

Features:

  • Pilot large capital ships, from patrol craft to dreadnaughts
  • Play as one of four factions with distinct technologies and ship designs
  • Engage targets with plasma cannons, railguns, missiles, particle beams, lasers... the works
  • Make use of point defence weapons, countermeasures and stealth technology
  • Campaigns for each of the four factions
  • Eventually, multiplayer!
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Blog RSS Feed Report abuse Latest News: The Look and Feel of Spaceflight

4 comments by Nertea on May 13th, 2013

Hello all. It’s been a bit of a while since out last devlog update, for which we apologize. I’ve written up an entry on general spaceflight and the changes we’re making to it from the demo to the full version.

One of the areas we’re looking to make changes in the full version of SVSH is the general look and feel of the simulation. Though we had a rough skeleton of capital ship physics and movement worked out for the demo, there are a number of modifications we’re making to motion. I’ll talk about a few today! One important change we’ve made is with respect to turn rates. In the demo, we used a pretty simple model to rotate ships. Their rotation speed would scale to the distance they had to go. While this kinda makes sense (if you have a larger distance to travel, you have more time to accelerate), it had issues. The largest of these was that huge massive ships could turn really fast if you spun the camera around and forced a large turning goal. This wasn’t ideal when we started to get into battleships, where we want the player to think about positioning and using their turrets. 

Our new model takes into account ship mass and limits rotation speeds on a mass-related basis. This way we can still take advantage of smooth physics, but keep large ships rotating slowly. This is particularly cool when you fly the newest ship we’ve added to the roster - the EMPOL Blackjack battleship! This is a large, powerful vessel with heavy turrets, light turrets and cluster missiles. Check out this beautiful, and rather menacing render of it.


We’ve also normalized the scales and masses of all the ships, which should let us fine tune handling between ships in general. As the Blackjack is about twice the size of the Kilo class cruiser featured in the demo, it makes for a very impressive size differences. With this kind of vessel, constantly firing thrusters isn’t as useful - you need to plan your accelerations and decelerations, as it takes way too long to turn around.  

Speaking of thrusters, we noted that players were often confused by the effects. We really had three times when engine effects would be drawn - when your ship was turning, when your fired thrusters, and when the engine boost was activated. The latter was easy enough to differentiate with a fancy particle effect, but players had limited feedback when they fired thrusters. Now, we’ve added additional particle effects to show the differences between turning and firing thrusters (shown below).  


Another important change we’ve made is to the collisions between ships. Now, shields no longer collide with ships. This greatly improves the feel of collisions - when you crash into an object or ship, it doesn’t seem like it’s bouncing off an invisible wall. We’ll be adding some satisfying crunch sounds to this as well. It also makes collisions more damaging, as they aren’t buffered by shields. 

Oh, and ships with large bubble shields are now technically vulnerably to attacks from inside their shields!

We’ve also upgraded the materials for our ships. Better specular and self-illumination handling improve the look of ships - giving them a nice metal sheen. This looks particularly nice at high angles to the map’s sun.


If you look not-so closely in that screenshot, you can see something else we’ve been working on quite extensively - a new, better, interface. We’ll be showing it off and talking about some of its improvements in an upcoming blog entry or two.

In the future, we’re going to try to regularize these devlog updates to Mondays. So, check back next Monday for more goodies!

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Star Villains and Space Heroes Demo - Linux

Star Villains and Space Heroes Demo - Linux

Mar 5, 2013 Demo 3 comments

The Linux version of the Star Villains and Space Heroes Demo.

Star Villains and Space Heroes Demo

Star Villains and Space Heroes Demo

Mar 3, 2013 Demo 0 comments

The Star Villains and Space Heroes Demo, version 0.10.

Post comment Comments  (0 - 10 of 25)
TheTealYoshi
TheTealYoshi Apr 7 2013, 3:59pm says:

Honestly, I believe this game has a lot of potential. I think if Alex and Chris put enough time into it, this game could be amazing. There is a huge fan base for "Anything Space" so getting the game out there shouldn't be the problem. I think once you two figure out what you want and don't want in the game and then take action on those thoughts, that's when the game will start to pick up.

+2 votes     reply to comment
Guest
Guest Apr 6 2013, 5:38am says:

i cant wait until the game is realesed the graphics is really good :D

+1 vote     reply to comment
emraldis
emraldis Apr 2 2013, 11:35pm says:

I like this game! would you consider adding a starship editor?

+2 votes     reply to comment
Spckd
Spckd Apr 3 2013, 6:46am replied:

Thanks! 'Fraid we don't have any plans for a ship editor, though the current ship list for the full version is sitting at ~40-50 ships, between five factions. Each ship will have several variants, with different weapons. Hopefully there'll be a good amount of variety there.

+2 votes     reply to comment
emraldis
emraldis Apr 5 2013, 1:38pm replied:

alright, good enough for me!

+2 votes     reply to comment
Guest
Guest Mar 13 2013, 6:33pm says:

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Nertea
Nertea Mar 13 2013, 8:30pm replied:

We haven't decided on pricing, release strategy or anything yet. We'll probably be announcing our plans within a week or two, so stay tuned.

+2 votes     reply to comment
Guest
Guest Mar 13 2013, 5:21pm says:

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Guest
Guest Mar 12 2013, 7:47pm says:

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Nertea
Nertea Mar 13 2013, 2:41pm replied:

Sorry to hear that. Is there any way you can get me a screenshot? If you're having issues you can try editing the config.ini file which is located in the game folder under StarVillains_Data\config.ini . In this file you will find a line labeled "resolution_height" and another called "resolution_width". Try editing these lines to the desired resolution (eg resolution_width=1920 and resolution_height=1080).

+2 votes     reply to comment
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Star Villains and Space Heroes
Platforms
Windows, Linux
Developer
Area Denial Games
Engine
Unity
Contact
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Official Page
Svsh.revora.net
Release Date
TBD
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Style
Genre
Third Person Shooter
Theme
Sci-Fi
Players
Single Player
Project
Indie
Twitter

Latest tweets from @areadenialgames

Doing some new UI work... looks shiny. T.co

Apr 24 2013, 7:26pm

New devlog: explosions! T.co

Apr 3 2013, 5:32pm

Just updated our new devlog! Check out how we tear ships up: T.co

Mar 27 2013, 4:40pm

Check out some renders of carriers and battleships! T.co

Mar 24 2013, 12:03am

SVSH demo is released! Dowload it and check it out! T.co

Mar 4 2013, 11:33am

Demo release on March 4th!. Tell your friends!

Feb 26 2013, 4:46pm

Compiled the RC3 build for the demo a minute ago! Excitement!

Feb 23 2013, 11:07am

Just uploaded a feature on the EMPOL faction: T.co

Feb 5 2013, 1:29pm

It is very cold in space... T.co

Jan 31 2013, 10:41pm

For those looking forward to some larger, slower capital ships... T.co

Jan 31 2013, 2:44am

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