After nearly a month of work I'm about to finish my first little job with exclusive objective of self-funding 7ye and GBF: Ancient Relics. It has been lots, lots of hours and precision work, and as well I'm nearly finishing it, The promo work will began and I'll get to you the best graphic display I can conceive to show the work off.
But I'll give you a very un-obscuring sneak peak!
I think mid next week all will be finished and I can keep going 24/7 with GBF!
See ya, I let you know when the bag's in the river!
Just want to show you a fast update in the looks of the Dancing Kraken Space Combat system I started scripting this weekend.
This 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).
And I'll take the occasion to explain the camera system:
There is three kind of cameras:
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 persistentHUDin 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.
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).
Stay tuned to more updates!
And as always, follow the game most importants updates at indieDB!
Offensive. The Dear Leader of my country has finally put in motion a "Law of economic progress" for little entrepreneurs that limits the quantity of money they can give away to crowfundings every month, in his very way to lead what this left of this country to be an authentic oligarchic country of goat shepherds.
Normal people will can only give money to crowfunding up to 10.000€/month, and only 3.000€ to a single project. Big companies, on the other hand, can give any money they want ('cause if not they were going to kick Mr.President out of his chair).
What this for?
1) Control money use of normal people
2) Make little entrepreneurs dependant of the banks. Fundraised companies? To the hell with you! Ask for a credit; Wait for the bank to ruin you the next year!
Next thing they'll do is control donations to charity, I'll better hide my paypal donnations buttons before the Liberty Police comes to my house.
This is after they make a law to charge Facebook, Google, etc every time a user links a Spanish newspaper on it. Just after that, My blogspot turn from com to com.es, and I assume it's a slow slope to excommunicate the nation from the rest of the world. Blocking Spanish blogs and webpages visibility from the rest of the internet? Yeah...
I have to speed my *** out to launch any crowfunding I wanted to in this country before we finally cannot be heard in the world, sell a good game/or make enough profit working, and get the hell out here before we return to the glorious Dark Ages of Spain.
While there is a lot of more things to do (already advanced WIPs) like finishing the tutorial level, improving the space chart and ending other important scripts, I began the crafting of the Space Battles system.
My first idea was just translating the ground turn-based tactic combat to space, but, hell, that was boring and very unappealing. In ground is perfect; But I wanted something more... Galactic Battlefare.
So I got this idea, of a dynamic auto-combat with shifting and tilting cameras, and laser beams everywhere in the screen, lookalike modern space fighters dogfighting, or what the hell, Real dogfight of all times in fiction. The thing is that in one afternoon I scripted the essentials of the systems, seen it in Real Action and said, "That's what I want, let's make it great".
Do you remember the Movement Octopus of Doom System? Of course you don't, was the first thing I scripted for the game.... Anyway, Behold THE DANCING KRAKEN OF SPACE COMBAT system!
The premise of this Combat system, or, better explained, Battle system, is that the player is the Captain of a relatively big ship (a Frigate), so he has his calls, but doesn't have direct control of the ship. He doesn't have a mind-machine connection that allows him move the ship and point every weapon to their objectives (as in most of the games). The function of the Captain is shouting orders; In gameplay, and exactly in Ancient Relics, the player as a Captain will have this 3 functions:
-Energy Flow (passive selection): Where to administrate the big energy output; Shields, Weapons, or disconnect it for emergency repairs.
-Kind of Target Selection: Determine what kind of enemies are the primary objective for the main weapons (the point defence turrets always shoots fighters or the closer enemy, but other big ships usually doesn't get so close).
-Call Special Actions (Didn't decided yet if every action has its own cool down of there is a general cool down for all actions and you may choose one.
In the video you can view a general idea of the system, with only The Ancient Relic (Player's frigate) and a pirate enemy squadron in the dance.
While writing this, I'm scripting and implementing the point defence turrets and preparing the Managers to take in count more figther squadrons and bigger ships.