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Cheers, this does offer something new!
Check out the announcements page shortly.
Just been on it if it was down i will look into it, but its up when i just checked :)
the zombies now only die when you shoot them in the head, or they will keep getting back up and find you. They are also faster, have 2 damage attacks and can also attack with a pounce and bite from a distance. In the game they are more of a hinderance, while other aliens are attacking at the same time these zombies can get in your way and inflict a lot of damage.
Yeah it’s a chemical fire, but the sound will be replaced by the beta stage. Just used a generic fire sound for that one :)
As i have had to do most of the sound and music, there are a few pieces i have spent some time on which are fine, but there are still lots of more generic ones at the moment, my sound designer has managed to supply a few sound effects and I hope to add a another sound designer to the project who can fill all the gaps :) My main focus for the sound was to give the player a more immersive feel of the environment with both ambient music and environmental sounds such as fans, lights etc. More will be added over time, sound is a crucial part of any game to add immersion and atmosphere to the look and feel of the game.
the ai is currently a lot better than on this video thanks to my lead programmer. The biters are now just how i wanted them to be, and the odd one when shot pretends to die, and randomly springs back to life and attacks you, good fun trust me. As far as the sounds go which fire sound do you mean, or do you mean impact sound, for which weapon? The lazer impact sound is a sizzle type sound and the plasma impact sound is again a slight sizzle sound because of the plasma tip on the round. The sounds will all be redone depending on how much funding I get. I have had Jamie Robb design the main theme, a few ambient tracks and a handfull of sound effects, all the rest i have had to do myself, and not being a sound designer myself there are a few i will be keeping that i am quite happy with such as the lazer fire sounds, the sounds for the biters and stalkers and some of the music i did will be kept. Dont forget for 6 months i have had to work on all areas of the game myslef, but in the last 2 weeks I have had a programmer join the project so I can leave a lot of that to him :) After funding I hope to get someone on animations and someone on sound. I
Lol, yeah its non existant at the moment, i have done animations for the zooming into and out of weapon sights as well as zoomed fire, these required a lot more code and will be implimented in the beta release. Dont forget I have done this whole game myself in 6 months and only in the last 2 weeks have i had some help with the coding.
Cheers I have worked hard on this for last 6 months and now a programmer has worked hard for the last 2 weeks :)
what do you mean by zoom animations, do you mean when you zoom the weapon moves in front of the player, or do you mean when you zoom on the sights of plasma weapons (II sights). Or do you mean the weapon animation while in zoom mode?
Yeah its hard work work but i have 20 years experience in 3d so it really helps. Just had a great programmer join the project which will give me more time to work on the other aspects of development :)
The alpha fund will grant you the full alpha release (4 decks in story mode and 1 map in onslaught mode. The full beta on Halloween (full ship) and you get the full release for half price. Full release eta - Between Xmas and New Year 2013 and will include full ship and the rest of the story mode carrying on to the Icarus 3 orbital station or the Icarus 3 colony. The full release will also feature an arcade mode.
I have had years of experience designing ships check out my spaceship designs - www.shaunsgallery.co.uk (have not updated it for a long while, been too busy with ghostship)
Be sure to check out the ship page on the ghostship web site if you haven’t already, it has lots more crucial info about the layout of the ship and much more.
I might be contacting you shortly :)
I now have a great lead programmer on AI, i have done some new animations and with my lead programmers new AI you will see that these creatures are a lot more scarier! New alpha gameplay video will be up next week.
Thanks, The kickstarter campaign is being submitted tonight, lots of improvements have been made and new screenshots and some gameplay will be up soon.
Cheers, keep a watch for latest screens and gameplay video, Ghostship has been noticably improved over the last week or 2.
Hi, Ghostship focus more on action, it does have survival horror elements and is is a dark and creepy ship. The gameplay is more like a classic doom/quake game where the focus is on shooting, surviving and exploring. There are only a few monsters in the game at the moment, for the beta there should be a good 10 -12 enemies :)
The aliens movies have given me much inspiration for this and the CDF fleet has been designed with the 80s look and feel. This game is still in the very early stages at the moment with the building of the ship, the best way to explain the layout and size of the ship is to keep an eye on the ghostship website as i will be changing the current ship page with a better understanding of the ship.
Up to now 3 decks out of 20 are complete and these are all from the operations section of the ship. There are numerous smaller windows all around deck 3 and deck 1 has numerous large windows as well as the bridge. Being able to see out of the ship is the biggest aesthetic if you ask me. Much of the Personnel section of the ship has many windows and parts of the ship have had parts of the hull blown out (you need a zero-g suit to travel through these decks. I think most of the clips in this shot do not show any of the windows or even the bridge, some of my others do if you check my YouTube channel. There is much more to build yet so i hope a little further down the line this should feel more like a ship.
As well as being able to see outside the ship there are other bits of polish i will be adding such as poster for Ship Safety etc. as well as more ship orientated equipment and facilities.
Cheers, it’s been hard slog for the last 5 months but in that time i now have a fully working alpha with the exception of save system and computer interaction with terminals on the ship. Lots more hard work to do, i have 4 decks out of 20 finished now, and when I’ve finished on the ship i will be moving on to the colony base and space station which look very different as they are civilian.
The Alpha is still on schedule for April and the beta is still on schedule for Halloween. The full game should still be released at the fall of the year. Once everything is all done i can then spend some time on the polish :)
cheers, some of the pipes where to much on the spec, all sorted now. Ill be posted a peek at the Medical deck later on tonight :)
I have been making Ghostship all by myself for 5 months now, hope to have it finished at Xmas.
For the moment this is only on pc and mac, if i can get to use the unreal 4 engine in time then i can use an engine designed for next gen consoles. I am sorry the graphics are so bad, when you have to do design, model, texture and animate thousands of models in a year all by yourself that will happen. I am afraid, I’m not a studio with a budget, I’m a single man who has but 100 hours a week into this and will carry on doing up until Christmas, up to now i have had zero budget, I am actually well out of pocket for everything i have put into this not including the amount of time I have put in.
New screenshots of Medical are up :)
Cheers, Just finishing off the medical deck, ill post a few screen shots later :)
Been working about 100+ hours a week since November :)
Thanks, yes I did everything except for a handful of sound effects and the Main Title theme which is featured in the promo trailer :)
All the modeling, animation, texturing, sound, code, design and implementation has been done by just one person :)
Cheers, ill be getting some vids and stuff on here today :)