Monthly Archives: April 2013

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.


Health and Naturium HUD

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. :)

New Health and Naturium HUD