Post news RSS Seak peek to Space Combat final feel

Want to see how Ancient Relics Space Combat is going to feel in the end? Just a updated video of the WIP system, and explanation of how camera modes will work.

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Hello everyone! Yes, I'm trying to make at least a weekly update. Sometimes is hard because we work in a lot of systems of the game and not always there is a graphic novelty that deserves a video or even a picture, but this week he have this, and a special video in the making for the weekend.

First enjoy the video; shows in-action footage of the Space Combat (It's not a cinematic, it's the real combat that allow the player to switch different cameras).

Confusing? Not at all, just player choices of what he wants to see in a determinate moment; I'll explain the camera system and modes:

Types of Camera:

1- Tactical view: A free rotation view of your main craft to not miss detail of strategical situation.
2- Allied camera views: Cinematic views from turrets and allied deployables (drones, figthers, deployable turrets) to see the action from their gunners view
3- Enemy camera views: Cinematic views from Fighter squadrons, Enemy turrets, Fighter cockpits, Cruisers launching fighters, Enemy manoeuvre...

The persistent HUD in all views let's you know in all times the state of the battle (Hull/Shield Health, Crew action point generation, and an event messenger that notifies of damaged systems or destroyed ships both in Allied and Enemy side.

In options, you'll be able to select the behaviour of the cam system, and change it to fit your taste.

Camera Modes:

Manual: No auto-switching of cameras, player use a key to swap between Allied camera views, another key to return to Tactil view, and another to swap between Enemy camera views.

Auto: Starts with Tactical View, and offers a pseudo-cinematic experience switching to other cameras temporarily when an event occurs, to make the player more aware of what is happening in the battlefield (an Enemy Cruiser firing its main weapon, a figther squadron being launched, a turret shoot-view when skirmish starts..). -include manual control-

Total Cinematic: A series of priority events decides what camera see the player, in the most cinematic take the player can have, also representing the confusion of the combat. The Hud and event messenger let you stay aware of all event in the battlefield (except incoming attacks), so a Expert player can almost play in this mode if suits him. In any moment, if the battle get very fiery, can go to manual mode.

Due to the nature of the combat system, an easy combat can be resolved without much player interaction (just change passive modes if the ship needs more repairs, shield generation or may can focus on attack), and some well-minded special action selection, so even Total Cinematic mode doesn't have to be problematic to win a combat. But Hard combats may require full awareness of the situation and manual mode will better used (Auto can be better for non easily-distracted players, as show dangers when they are produced).

Question for the gamers: Cinematic cameras unnecessary because Tactic Mode will prevail? (Apart that Auto mode, that is tactically useful) It's a good amenity to include? What do you think?

Stay tuned to more updates!

Comments
Sph!nx
Sph!nx

Very nice! Tracking.

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