G'day Moddb Community!
We have been silent for the past couple of weeks but we have most certainly not been idle! We have been able to implement a couple of different things and get them to the point where we felt comfortable showing them to all of you! So, with no further delay...
This concept was actually scrapped, but thanks to Herby's dogged persistence he found a compromise between the limitations of the Homeworld 2 game engine and the possibilities we had. Thanks to Stargazer of course for the shield script and the FX themselves, but it was Herby that saved them!
We have actually got two sets of hit fx working in the game, one for use on shielded targets and the ones you are more familiar with from release Alpha that we are using for unshielded targets, please note that the hit FX here are the original ones from Stargazer's shield demo way back when and subject to improvement!
The twist with out shield system is that once a ship's health reaches 25% the shields collapse, and unless you act quickly your ship will likely lose it's hull integrity and explode!
Of course the shields tie into other technologies in the Trek universe, lets have a look at the next FX framework that we have implemented in the last two weeks... this one ties in very closely with the shields!
The Cloak FX you see above is animated, with a different red circle when the cloak is deactivated. The tie in to the shield FX is of course that the cloak deactivates the shield, the shield collapses and the ship goes to 25% health to represent the vulnerability of a cloaked unit. When you disengage the cloak the shields come back up and the ship returns to full health!
This FX was developed to offset the poor transparency FX for cloak that Homeworld 2 has, now it's much easier to keep a track of your cloaked units!
How else can there be more new?!
Well, in the past few weeks we have exchanged all unit sounds for Trek ones (still working on the status sound scripts) and I have to say it sounds much better when you're not reminded of Homeworld 2 all the time!
We have created a flagship for each race and around that two new starting fleets! There are now the options to have the "Outpost" starting fleet that we all know and love, the "Full Fleet" starting fleet which will give you a large fleet to battle it out straight away with and the "Flagship" starting fleet which has one ship (the flagship) that can call in all units and its own tech tree.
The Flagships are the USS Enterprise E, Martok's IKS Negh'Vah and Donatra's IRC Valdore, there was a suggestion that we give the Federation a Galaxy or Nebula class vessel as the flagship instead as they tend to be more hardy or versatile in game play, please comment about this :o)
Until next time!