The current stage of RipStar development is focused on a modular framework for developers of space combat simulators in Unreal, which will feature as the backbone of our future project.
While we don't have anything flashy to show you yet, media-wise, we have been plugging away behind the scenes. Currently, we have 1 (placeholder) player ship, 2 varieties of moving, shooting, AI enemy classes in the early stages, a functional turret class, as well as destructible asteroids.
The player ship has a functional tripartite energy system, working shields, rudimentary projectile-type weapons. Additionally, the player ship has basic forward, reverse (plus boosters); lateral and vertical thrust. UI includes a very rudimentary HUD for informational purposes.
PC and NPC classes can deal damage to each other through a simple component-based damage system; one NPC class can fly, patrol, and do simple seek and destroy actions. I'm currently working on packaging the energy and PC flight model into component-based systems as well. Modest gains, but substantive!
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why dont you put that "modular framework for developers" on source control for contributors/developers, so they can actually add to it? e.g. further game machanics, 2d and 3d art, maps, sounds, ...
otherwise its just another game template like from the UE4 marketplace.
Well, since we're working on the framework primarily to run our own game project on, I would submit that we have little reason to skimp on the quality - so I will simply suggest that you wait and see what we come up with - even if it does end up on the Marketplace.
This phase of the project is simply one we also intend to share with other developers at some point in the future, since our planned set of features includes a large percentage of those included in space sim releases in the past. We'll give more details as we progress. Thanks for your comment!
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