friken

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About friken

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  1. Krex vs SunDagger:    Krex ship is now playable, with long range flak cannons. Aim the broadside launchers and fire away. The longer you hold fire the further they go. Release to pop the flak.   SunDagger, Attached to the power of the stars, when they run out of power they dive through a star to recharge. Dive deep enough and pull star plasma to toss at your foe.     Next up, to add ramming to the front of the krex ship. Going to try two different methods and see what we like best. Either momentary forward burst of speed to ram, or launching the front 'claw' section forward to bite/chomp on impact. Not sure which will turn out better.
  2. Lots of work happening on the StarDiver project. Our new Krex ship is now in-game w/ broadside flak cannons working (video/imges shortly). Santa showed up with a 3D printer so all 'work' has come to a halt while we print space ships       Video of the print about 50% done.... does the fact the printer sounds like R2D2 while printing make it 10x more awesome or is it just me?   http://www.indiedb.com/games/stardiver/videos/3d-printing-krex-cruiser1
  3. We have been working on the sun surface and plasma trail. It has been difficult to get the sun/trails looking great independent of the background (stars/nebulas/different colors). This is one of those cases where a lot of work goes in but I'm not sure if many people will notice the differences.     Video: [URL="http://www.youtube.com/watch?v=UlUvRkyBz3I"][/URL]
  4. Hello All,   I've been working hard on the AI for a spaceship in my game, StarDiver. The game is similar to the old StarControl, StarFlight type games with battles being 1 on 1 melee duals. The goal is to have each ship in the game very unique in play style. The first ship I have the AI programmed for is the sundagger. It has two attacks and gets it's energy from the sun. Primary (left mouse) is a laser. You can diver through the start to recharge lasers and if you go through the center you pull plasma with you and secondary attack is to launch that plasma at the enemy.      The game engine is still quite early development, but I'd love feedback specific to the ship AI. I'm a bit too close and I cant really get a good feel for:   1. Is the AI too easy, too hard? Since I programmed it I find it a bit easy. 2. Is the AI fun to fight? Granted the player is flying the same ship type so I would guess it will be a lot more fun when a variety of ships are available to select from.... ie pick the best ship against a given foe. 3. anything the AI should be doing that it is not? Currently it attacks, disengages and dives in sun when energy low, dodges when hit.      Live VERY EARLY build: Controls: Arrowkeys or WASD for forward/back/strafe and ship follows mouse cursor. right-click fire Ship: SunDagger, dive through the star to recharge. Dive through center to pull plasma to launch at the enemy with right mouse button. Webplayer REZ 1600x900: http://www.gravityride.com/testbuilds/StarDiver-Melee/   If the Webplayer is slow, Windows Build w/ resolution and quality options: https://app.box.com/s/cgujjv43s00kfrtl6x2z   Thanks in advance for any feedback:
  5. oops... double post removed. can't find a delete post option
  6. A couple people commented that the screenshots do not do a good job conveying much, so I recorded some video here:     I tried an animated gif, but with just about every pixel changing every frame of the game it was pretty huge even for a couple seconds. Is there a youtube tag?
  7. I started this project over 2 years ago but due to life and other work I'm just now getting back to it. It is a family affair... wife on art, son on music and learning to code  w/ me.   StarDiver - The goal is to revive my personal favorite game type, the space opera! By mixing favorite aspects of classics like StarFlight, Star Control, SunDog, Universe, and Tradewars, I hope to bring what I loved as a kid to the current generation. Quirky aliens, arcade space battles, planetary mining, and adventure around the galaxy -- should keep us busy developing for a while.   Lofty goal so here we go.... Every sci-fi game has to start with motivational alien character art:     I've started with early prototyping three of the modes.    Combat:       Planetary Mining:     System Navigation:       Live VERY EARLY combat demo:   Controls: Arrowkeys or WASD for forward/back/strafe and ship follows mouse cursor. right-click fire Ship: SunDagger, dive through the star to recharge. Dive through center to pull plasma to launch at the enemy with right mouse button.   Webplayer REZ 1600x900: http://www.gravityride.com/testbuilds/StarDiver-Melee/   More info (outdated, but will update soon): http://www.gravityride.com   All input welcome!