Monday 8 July 2013

Design Diary 12_planets

Here are some early researches for background elements: planets!
Still trying to figure out the exact look and feel for the game, I want to keep it simple and graphic, not super realistic, while keeping a sense of epicness to it.. yeah..  fun ;)


Saturday 6 July 2013

Design Diary 11: space shooter at last!

And here is the first test with me trying to split asteroids to shards.
Sounds make it feel a bit retro witch is a good thing I think  ;)

This is the first pass of course, but the whole mechanic works fine so far, so we move on the next set of weapons.
In the future we will of course have more variety in the asteroid designs and drops, harvesting should start pretty soon....


Tuesday 25 June 2013

still there :)

Heya guys, just a little heads up to say that we are STILL ALIVE and still working on TG ;) We had lots of things to do on the side, not always related to the game , but we are still on it and will publish more dev diaries and update soon! Meanwhile, have a great summer!

Monday 6 May 2013

design diary 10: about weapons


 
Now that our spaceships are flying properly, what about some shooting?
Again it is all about iterations, So let's start with the basics first.
The game will have three main weapon families ( for now ) with their own advantages and disadvantages.
The Pulse Beams, the Torpedoes and the Laser Beams.
Think rock/ paper / cisor but a liiiitle more complex
Depending on distance, ship specs ( hard points/turrets ) and environment , those weapons will give you the upper hand or become a challenge.
How weapons works:
They are all energy based, as energy management will be a big part of the game.
 
Pulse beams are fast paced medium range weapons, can be shot directly where you are pointing at or lock on target ( turrets )
Pulse beams can intercept and explode torpedoes.
They are the no brainer weapons really. no high avantages or disadvantages.

 
Torpedoes are slow loading long range weapons. They are plasma energy balls that explode on impact and destination point . 
You can shoot the straight to the direction you are pointing at or they can be directed on target ( hard point and turrets ) They then behave like a missile for a short a certain period of time before exploding.
All explosions create a range of area  damage effect than runs for a certain amount of time too. That's the important bit of these weapons as they will lead to lots of different kind of strategies: firing torpedoes in straight line ahead of the target, using them as ( powerfull ) flares to destroy other torpedoes and so on
those explosions can intercept Pulse beams, not lasers. Torpedoes explode on any contact and dont know about friendly fire.
 
Laser beams: short ranged weapon and highly destructive on concentrated targets.
Goes through any kind of obstacles delivering damage all the way.That's its biggest advantage, no more hiding behind asteroids there.
It is also very demanding in energy, long to reload, but deliver a long blast of pure energy lasting from 2 to 3 seconds. Laser beam users will tend to use more offensive strategies, running into the melee fast, delivering the shots and then fying away fast to take time for power up

and to resume the different advantages and disadvantages between them:
So for range we get: Torpedoes>Pulse beams>Lasers
for energy use we have : Lasers> Torpedoes>Pulse Beams
for destructing power: Lasers>Torpedoes>Pulse Beams

For reload time: Lasers>Torpedoes>Pulse Beams ( the higher values the longer it takes to reload, not always a good thing)
Lasers and Pulse beams can destroy Torpedoes
Lasers goes through Torpedoes explosions while Pulse beams are blocked by it

We will of course have other kind tools to spice up the game a little more like mines ( come in wide range of behaviors and effects )
energy scramblers, cloaking devices and drones... and more!

 

Monday 22 April 2013

Design Diary 09: Cruisers and Battlecruisers

While my teammate is working on the first weapon settings, I continue to scale up the Uman fleet.
This week is the Cruiser week!
Those ship will have a different game tactic approach.
I like to think of space games more like second world war naval battles.
Till now we presented you the fighters, who have more a plane/dogfight behavior.
Cruisers and BattleCruiser classes are behaving more like boats. They are slow, heavily armored and loaded with weapons. So they'll compensate with pure fire power, targeting anything around them with a nice variety of turrets.
Should be fun to engage or control!


Saturday 13 April 2013

Design Diary 08: Light fighters video and spaceship controls

And here's a new video about spaceships and control, we finally managed to get where we wanted to, so we can now move on the next stage... Shooting!
Here is the link to the video, enjoy! Space_Fighters_Tannhauser_Gates

Wednesday 10 April 2013

Design Diary 07: Heavy fighters, design and modularity

You might have noticed already, the specific designs of the TG spaceships have a heavy LEGO influence.
Part of it must come from my own childhood obviously. Another reason is that there is some beauty about the minimalism and constraints of those small plastic boxes.
Constraints helps to create better designs. all ships in TG tend to follow those rules.
 Basic shapes put together to create a more complex one.
 Repetitivity in the elements, and reusability of the same elements from one ship to another allows to decline the ships for multiple usage while keeping a sense of uniformity and scale.
 For now the ships showcased on this blog are all coming from one of the races you'll encounter in TG.
This is the Uman fleet, closer to our design standards.
Later new blocks will be used for another race, creating a rythme, a silhouette that will be instantly recognisable. Cant wait to get started on this!
Meanwhile, here come the Heavy Fighter!