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.
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 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!
Before the Easter break we want to share with all of you a new screenshot: the new health and Naturium HUD in the A-RPG side. As you can see, the idea is similar to the health / mana pools of legendary games like Diablo / Torchlight that we are used to, but with the personal touch of Spacefields.
Although it’s not complete textured (laser walls, for example), we can talk more in depth about some interesting details. For example, the pilot light above. These will indicate our general status in the corresponding meter: green, 3/4-4/4-1, orange, and red 2/4-3/4, 0-1/4-2/4. More values are being adjusted and other strategies taken into account to get our attention efficiently at the required times.
Finally, there is also progress in the prototype stage from the turn-based strategy mode: grid generation, player ship, basic info sectors, turns, etc. More news coming soon.
Spacefield v0.2 is continuing with determination. And to continue with the habit of updates on the blog, here are a couple of recent screenshots. You can see the famous space cones that you saw in the previous post, but still untextured. For now only the base has been textured.
Moreover, in both pictures you will appreciate the disks on the gamecourt, a “totem”, that will be very useful in the rounds. Finally, you’ll notice how the GUI has been cut. What it is currently on screen is just temporary, and in the new design that will arrive with v0.3 the bottom is cleared to have more field of view.
The light pulse almost caught infraganti!
The current (and soon old) inventory UI with the new changes
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!
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!
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.
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.
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.