Author Archive for S.N.

Item qualities and spaceship on screen

In the next screenshot we can clearly see a couple of new changes: first, magic usable items finally represents their quality in a more fashion way than before. Now, a particle effect has been added, getting a much better and nicer look. By the way, miniatures looks with their final dropped shape.

The next change is the spaceship. As we did with the space cones and walls, we want to share with all of you the finished model, still no texture though. This model will be the one we will use at the beginning of the game.

Going further as expected

After the work with the walls and such, now comes the next step in our task list: the player´s spaceships -the default one and the first droppable model-.

I recently finished the default model yesterday, so I began to insert the items into the game itself. Gotta say that even with the lack of textures in the model, it looks pretty watchable. I think I am very happy with this preliminary version of the default spaceship.

Now it’s time to make some minor fixes in the hierarchy of the spaceship, like preparing the system for single-cannon guns or two-cannon, always depending of the  dropped item. Moreover, I will start working in the second model of the spaceship (dropped one), so I can re-integrate the equipped/unequipped system with these new additions. More news/screenshots coming soon.

New video and more information

New released video showing the current progress of the ARPG side of the game. Here you´ll see the new HUDs in action (health/Naturium) and their respective boundaries for the actors represented by laser walls.

The graphics overhaul will move on the next week with the player spaceship. All the default pieces will be reworked, as well as the first droppable model. And when this work will be completed, I´ll focus all my attention to the first enemy model.

In the TBS aspect of the game, things are going smooth. My parter, who is responsible of this field, is working hard and smooth. We are also investigating different gameplay ways based on the original script. And for the record, the turn system is working great. We hope to show more things from here in a near future.

Finally, you will perceive a slightly change in the Score and Time HUDs. I would like to say that the current inventory, for the next version, will be remade in 3D as well, resulting in a very dynamic and attractive HUD. More information coming soon!

Hope you enjoy the new video. Cheers.

 

Working hard on v0.2

This week I finished model, animation and U/V mapping of the “walls”. As you can see in the screenshot below, they are some sort of “space cones” armed with arms and one alarm in order to enhance your gameplay experience using colors and lights. If you are from the 80s, you’ll love it! So, if all goes well, I will start texturing the space cones next week and, later, I will try to upload a new video before moving on to the next model. Oh! And for the record, the on-field discs shape changed too. Now they look much better!

Furthermore, a new folk joined this pretty small dev team. Recently, he has been working on the save game system, so now we are able to save our inventory between rounds. In a future, he’ll also take care of the networking side of the game to enhance the experience further, including internet compatibility. Welcome aboard!

Space cone model (scene boundaries)

New game-court in action

I’d like to share with all of you a recent video about the new game-court in action, which includes nice light effects as pulse and intensity. All this work, however, will be polished as time passes, so expect for new updates in a future. Anyway, I think it´s a good work we can keep by now.

I’m focusing right now with the “walls”. I put the quotation mark because the final result will not be just “walls” like in the prototype video. I’ll give you more details in few days.

For the record, the next video highlights the core of the game: frenetic gameplay, intense loot and, in a future, different strategies to defeat your enemie -discs, skills, weapon types, etc…-. Enjoy!

Working on the court

The path to the v0.2 has begun and, as I stated, I want to try to get in touch more often and share my progresses in a much active manner. 

Let’s begin. Yesterday I took care of the new skybox texture, along with its correct movement and deepness. At present, it is not more than the empty space. However, in a future, it will be filled with other stuff.

Today I left ready a good base for the game court. It was much more laborious because I wanted a very specific effect I was not archiving. Finally, after persist, I got the result I was looking for.

The image shown below is an in-game image of the new ground model/texture base I am talking about. It is not finished. Now it is shorter than it will be.

For the record, notice that there are no walls anymore. At the begging my intention was to put one model I have been developing, but I was not convinced at all. So, I finally decided something different that I think it will suit perfectly with the Spacefields idea. I cannot give more details though.

Maximum Tron Style!

End of v0.1

I finally put the version to end. In short, I am proud to say that multiplayer works pretty well right now. I just left something to do, but it will be done today,so it is not an impediment to turn the page and begin with v0.2.

I want to remind to everybody that v0.2 will be focused in changing the prototype graphics for “real”ones. Consequently, the third version of the GUI will be a fact. It includes: a complete make-over to adapt it to the current game style,  new skill system, multiplayer adaptability, and something new that never have been implemented in the A-RPG genre. I can’t really say much more though.

If everything goes well, a rain of screenshots and new data will start hitting the blog along this version, so I hope to update this site more often.

v0.1, coming to end

I thought I could finish the current version before the end of the month, but I was wrong. 0.2 will have to wait until the next week at least. As you already know, current version is being focused on multiplayer, a completely unfamiliar field for me and where I am leaning along the way.

During this stage I have been finding different kinds of obstacles. The most recent one seems to have been taking me up quite a lot of time: network entity interpolation. I leave you an interesting link about this from Valve´s wiki.

The good news is that finally I got something similar working on Spacefields. It’s already implemented in one of the elements of the round -one that is not still present on the recent videos-, and soon I´ll introduce the same technique to the spaceships for better synchronization. Later, I´ll fix a couple of things -the most important ones- and I’ll put this version to end.

Giving a notion about the game…

I recently uploaded to my personal YouTube channel a couple of videos about Spacefields. The first one tries to give you an idea about the features you could find in the A-RPG aspect of the game. The other one looks pretty similar but I introduce the multiplayer co-op as well.

I leave you with both videos. But I would like to remind you that I’m currently in a very basic and early prototype. I mean, there are no “real graphics”, just primitives I use to focus on the gameplay. As I stated in my previous post, I will change all the current models and part of the GUI in the very next version of the game.

I sincerely had no intention to share these early videos with anyone. However, I think both are a good base to take into account. They seem to reflect the idea I have in mind about the A-RPG side. Furthermore, I wanted to show you the end of this version -0.1- before I begin moving on to the next one, which we’ll see a complete graphics overhaul.

For more details, please read the description of the first video.

SP – Single Round (A-RPG) early prototype

MP – Single Round (A-RPG) early protoype

 

Holiday and plans for v0.2

In a couple of days I’ll be off because of holiday, expecting to being active again in mid January. I’ll take this time to think about the next version of the game. As you know, I’m still in the middle of the v0.1, developing it at a good pace. I hope to finish it during the last quarter of the next month, just in my returning.

For the very next version (v0.2), I was thinking in two possible ways at the time. The first one was focused on the second half of the enemy AI I begun in the v0.0.9. The second, a complete overhaul of the current prototyped graphics to focus on the artistic side of the game.

Finally, and because I mostly have the basic modules of the RPG side, the second option was the chosen one. Thus, I´ll be able to start showing screenshots from the game, and not only lines and lines of boring text. x)