Some more work on the first planet Tora, its the flashpoint of the game so its pretty important. Those debris fields from all the fighting will have lots of loot, but remember it won't only be you looking for it.
Space is going to be a bit spooky in Xeno Ranger :P.
Hah, thank you uncle.
Watch your step people and don't drink the water, its poisonous. :P
Happy new year people...a bit late though, sorry :P
Some more work on landscapes and level design stuff. Focusing more on the exploration aspect, need to get all the gameplay aspects ready for indiegogo.
I have said from the start that I want to achieve a certain style, but something that isn't too realistic/complex, so I cam up with this. Its a mix between cartoony and real textures. This method also allows a lot of texture sharing between objects and saves memory.
Basically I'm finalizing the art style.
Within a sector those sort of things can happen but not the meta. Cutting supplies can happen for certain. You can play it like a single player though and do all that with AI, its a fail safe in case funding does not make it high enough for multiplayer. AI will be there to keep you company :P.
There will be planets with local life on it and this specific planet is named Geal. Bottom line, it won't all be rocks, dirt and ice.
Vegetation will be unique to planets... well mostly unique.
No cockpit view, but there is a view from the front/commander view like with ground vehicles, and also aim view.
NB: No sound is not a feature, it was only disabled for dev purposes. Will be enable and shown in next videos.
So space flight is going to be a mixture of realistic and arcade. Somewhere in between basically. However it won't be faked atmospheric style flight, so its going to be a little tricky to get the hang of it.
Will have autopilot though, for those of you who want to relax.
Nope, never played it. I'll check it out though.
Cup holders for everyone it is then! :p
Ok so I thought I would explain & reiterate some of the vehicle customization features.
1: You can change the main and secondary weapons on ground vehicles.
2: There will be compatibility limitations depending on type, faction and size.
3: You will also be able to upgrade and change some internal components like engines and also add 1 or two external utility components.
4: You will be able to store stuff in vehicles.
Any questions? :p.
The most important addition here is the effects which can receive light, as in dust particles etc will be affected by lighting around them. It was a pain to get it right.
Shadows for effects are possible now, not enabled here though. I don't yet know how harsh it will be on the fps, but I will put an option for you in case you want to blow your computer up lol.
I finally fixed the horrid sound in my video recordings. Proper videos should come very shortly too, there is a lot of progress to show.
Wow lol, this looks INTENSE! Good luck.
Somewhat so yeah.
Ok so weapons are procedural and this is the basic way they function. Mostly you can change barrels and clip types with restriction to type/size. Also some guns are non procedural and unique... like that laser pistol(it can change clips though).
One important thing to note is that weapon stats do not function like in usual MMO or RPG. They are not incremental/additive. Weapon damage, accuracy, penetration(only some weapons) have give and take effects based on parts. Also there is no leveling of anything so damage or effectiveness do not vary massively like say in WOW.
You can basically kill a very experienced player even with low tech pistols if you are a better player/ or very lucky :P.
Also I will add a small skill system, it won't be like leveling though. I'll talk about that next with an update.
Got questions, don't hesitate to ask right here.
Yeah, I really liked that mod, it was the furthest I got, but in the end it did not put food on the table lol. I need to eat.
Sorry about posting pics with that buggy all the time... I like it so much lol.
Its my trusty debug vehicle.
I will make a few more very tiny updates before the big news update... Basically I am deciding on a new name. This time it will truly be the final name. Need to think about this a bit more really. Name needs to feel right before going to Twitter and Facebook.
Also busy replacing all the old headers and such.
Oh and feel free to ask questions here.
Yo! Long time no see.
Hey bro! I just like it this way. People can also reply directly to it.
Hey everyone, its been a while and it almost died(I almost died too lol), but it didn't, so yay.
Also big important news update coming for where this game is going, and the plan from now on to get this thing released and fun to play!
Lot of stuff has been done since last update too and I shall post them in more detail later on.
Hah, long time no see friend, and thanks. :)
Got some atmospheric scattering going on now. Aka better graphics :).
I think the only thing left is some ambient occlusion... but I'll leave that for later, got more important things to deal with.
Looks really nice, but why didn't you use all axis in space? Would be better no?
Cool, good luck. From one indie dev to another.