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Kohlschnitzel

Yet Another Space Shooter - Techdemo 3 Released

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Kohlschnitzel    122
Hi everybody, YASS is taking the next step. We just released the Techdemo 3 on our website: http://www.yass-engine.de Here a short overview taken from our website: Finally we have combined the space game elements from Techdemo I with the first person shooter elements from Techdemo II. You start on the surface of earth, where you can participate in a hoovercraft race, play around with some basic ai features (basically the same as in Techdemo II) and get in a spacecraft to jump into earth orbit. In the earth orbit you can find a space station where a light carrier is docked to, just maneuver your spacecraft into the airlock of the carrier and send a radio message to activate it. Inside the carrier you can get out, walk around and play with some placed objects. You can jump to all 8 planets of our solar system, the earth's moon and sirius, a binary solar system, which is 8.6 lightyears away from the sun. When you are in mars's orbit you can also jump down to its surface where you can find a crashed carrier and some emergency tents. The surface of mars is additionally connected with earth's surface through a teleporter, which you can use by foot. In multiplayer you can currently only play on the earth surface, it is not possible to leave it. When you get shot by other players you will respawn immediately at the position you died. Some blue boxes at certain places will provide you with worth knowing informations about gameplay elements in game, just step up to it and press SPACE. It is the first time that we release an editor as well. Every content in the game is placed with it and hence you can modify and expand the three existing levels (earth, mars and space) and even create new ones from scratch. We hope you'll enjoy playing and we're anxious to read your opinions and comments. The YASS Development Team

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Kohlschnitzel    122
Don't just look at the screens, make you own ;)

The shadow rendering is still a bigger issue, we currently only support CPU based stencil buffer shadows, which lack performance. In the near future there will be some better GPU based algorithm implemented to have some nice dynamic shadows.

EDIT: On the screens there no shadows at all, just plain fixed function PL.

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