Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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Vector Thrust Development Roadmap | Locked | |
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Apr 17 2013 Anchor | |
Sorta not relevant with feature suggestion or other suggestion thread, but TS, you might want to use this thread to track what to do for the next report, what bug to fix, what feature/mutator/plane/weapon to add or such. |
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Apr 18 2013 Anchor | ||
The next update will something more small to pick up the pace, while this update was a joy to make, fine tuning and balancing the specs was quite time consuming. (and at this moment it still wasn’t been uploaded) The next update will add the SU-30MKI and F-16XL with some two seater variants. Also if anyone would like to know here it is the future road map For tutorials there are two more parts of the UGB, after that it will be a tutorial for an aircraft. |
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Apr 18 2013 Anchor | |
That tut for the aircraft is going to be time consuming to type up. -- Noli Timere Messorem
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Apr 18 2013 Anchor | |
Would worth the efforts though. A lot. If I may ask, I'd like to hear what's the exact plan for the next playable planes/plane families too. (after MKI and XL, precisely) Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Apr 19 2013 Anchor | ||
At the moment only the next two are decided: Possibilities to be the next after the F-5 family are: (Su-25, F-22, Typhoon, F-4) Just to be aware, from the Modeling, mapping, texturing, rigging and exporting, which part are you most interested in the aircraft tutorial? |
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Apr 19 2013 Anchor | ||
At this point I'm interested in some of the modeling (weird details for which there is no obvious tool or workflow) rigging for things like airbrakes where you have multiple bones working together (2 for the piston and one more for the airbrake itself) and pretty much texturing in general. I also don't recommend making any more ground attack families until we have more missions to use them in. More fighters/multiroles = more planes to play with in skirmish. P.S. about animation, are tracked vehicles fully animated? |
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Apr 19 2013 Anchor | |
OOT: Just an advice for the next report, you'd better list the exact bugfix/issues to clarify things. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Apr 23 2013 Anchor | ||
@ bornloser, thanks for mentioning that details, The aircraft tutorial can be done step by step like the bomb but I’ll try to address those details with care. As for attack aircrafts, that’s a good point, but at that time is expected that the (real) new campaign is already available. Tracked vehicles are fully animated, except for now the treads, the wheels turning the desired direction and active suspension. But for the turrets, it is fully animated, and should be, because the projectile really fires from the barrel. @ V3000TT, thanks, I’ll keep that in mind. |
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Apr 23 2013 Anchor | |
Time to write more descriptions! |
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Apr 26 2013 Anchor | ||
I personally would prefer the F-4 to come next, but the Su-25 is also tantalizing. That said, I would really like to do some Phantom-Fishbed battles… |
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Apr 26 2013 Anchor | ||
I was always curious why most of the Ace Combat games started you with an F-4 phantom instead of something different every game. |
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Apr 26 2013 Anchor | ||
It's a well known universal aircraft which is sort of an M-16 of the skies, easily identified "good guys vehicle", I guess for similar reasons your starter enemies are usally using mig-21s, which are associated with "bad guys". |
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Apr 26 2013 Anchor | |
...or F-5E , since it's sorta western equivalent of MiG-21 performance-wise. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Apr 26 2013 Anchor | ||
That was one game and your squadron leader still had a Phantom. |
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Apr 27 2013 Anchor | |
Eh, Zero doesn't have F-4 as starter plane as well. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Apr 27 2013 Anchor | ||
Yeah well you know what I mean. Edit: TS, I just realized the sooner you implement takeoffs and landings the fewer planes you're going to have to remodel/modify. Edited by: bornloser |
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May 3 2013 Anchor | |
I Think this roadmap could be decent for you, give or take a few things, starting from now..
Edited by: NodokaHanamura |
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May 3 2013 Anchor | ||
Multiplayer is something we'd rather not implement anytime soon. In fact if anything Multiplayer would be an afterthought after version 1.0. Multiplayer as it should be is really a bonus to the single player content, and when games make the mistake of designing multiplayer really early it really restricts development. |
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May 3 2013 Anchor | |
Completely agree with this. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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May 3 2013 Anchor | |
I guess the game would need time to fully develop before web code develops. |
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May 3 2013 Anchor | ||
I don't know, I think it would be a valuable feature. Most single player games just boil down to shooting galleries (enemies almost never flank you in a single player FPS, for example) but a multiplayer victory in any non-COD game is an accomplishment. What would multiplayer limit? |
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May 4 2013 Anchor | ||
Yeah but we're not most single player games. We have no reason or inclination to add in Multiplayer yet because there is no selling point in it, no blatant reason to include such a mode because Ace Combat is predominantly a single-player oriented experience. Co-Op perhaps, maybe, but Ace Combat doing multiplayer itself hasn't at at all been successful due to bad network coding and balancing issues. We're not going to waste time on something that doesn't work in practice. I'm not saying that it won't happen, it's just that if we work on multiplayer while the core game is still in the development, we risk developing two mediocre experiences that should are either completely separate from each other in terms of quality, or mesh together poorly. It's not the time to worry about multiplayer, there are more important issues to address. Edited by: flyawaynow |
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May 4 2013 Anchor | |
Given the Ace Combat, player-is-God-incarnate ethos, multiplayer tends to have pretty bad balance. I mean, balancing for flight in a lot of games is pretty terrible, like how Battlefield 3 starts a player off with only cannons, resulting in 4-10 games spent just learning to fly and trying to hit targets you can't find (unlocking features to an aircraft as you go is definitely not how one should balance multiplayer flight, especially since it pushes away new players). For Ace Combat multiplayer (speaking mostly from PS2 experience, though I did end up playing a little of Assault Horizon's multiplayer) it's a lot of turning fights. There was very little real skill in it. |
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May 4 2013 Anchor | |
I think it's not about DFM, MP is freaking unbalance is because the fact that everyone keep doing nothing but spaming QAAMs all the day while flying ridiculously OP DLC plane (you know....) Correct me if I'm wrong though, but that's AC6's MP in a nutshell....from what I've heard. plus let us not forget that most of the AC community are....sociopaths...from the rumor I've heard. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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May 4 2013 Anchor | |
Dunno, used to lurk on acecombat.net before it turned into acecombatskies.com. The community seemed pretty healthy. I haven't interacted at all with it since AC6 came out, since I didn't have an Xbox. I'm pretty sure the sociopaths thing could probably be explained by the sudden influx of COD fans from assault horizon. Multiplayer requires a lot of finesse to do right in shooters, and I get the feeling that it requires even more of it in something that is based on weapons systems like a flight game. I feel that detailed multiplayer options and banlists, with customizeable maps (think mission editor used like Forge in Halo) and equalizers would make the game less QAAM spammy and less restricted to DLC and tier A and S class aircraft. |
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