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Astroflux Open Alpha

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#1 tef   Members   


Posted 25 June 2012 - 07:40 AM

Hi all!

I am Stefan from the indie game studio named Fula Fisken. We are currently developing a game called Astroflux. We have been working on this game for over a year and we finally released an open alpha version. We are currently in the process of creating a mission system to add more stickyness to the game and lots of other minor updates.

About the game
The game is an MMO Action Space Shooter with numerous weapons, upgrades and abilities. A large part of the game is also about exploring planets and discovering new worlds to gain resources for new technologies.


Dev Blog

Play Game Here

Technical Stuff
Client: AS3, flash
Server: C#
Multiplayer Service: PlayerIO

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#2 tef   Members   


Posted 11 August 2012 - 04:06 AM

We made a huge update not long ago where we added missions and an improved experience for new players. We have also started porting the game to Starling to get some nice hardware acceleration in our flash game. I will post more about that later, what the main issues were and what was easy. Meanwhile you can read up on some of the improvements we added to the game.

Great Scott! We have so much going on here, the Astroflux team is working like crazy these days. So, today we have one the the biggest updates to Astroflux since the dawn of time. Here is a sum up of the changes:

1. Missions

Yes, missions is finally here! New players start of with simple missions that works almost like a tutorial, introducing the different game mechanics. Experienced players will also get this retroactive even though it might be really simple tasks. These simple tasks leads to level progress missions that will be an infinite chain of reaching higher level goals (with pretty decent rewards!).
Also, we added a PvP mission chain, that lets you choose sides. Either choose the path of the Pirate, hunting down the innocent and taking their cargo. Or choose to join the Astroflux Police force, that hunts down the dreaded Pirates and upholds the laws of the galaxy.
More missions will be added shortly, and keep you ideas flowing in the <forum thread about mission ideas>, we will surely read and use ideas from there!

2. Weapon changes

Reworked Mines:
5 sec activation timer
No longer detonates on friendly targets

Slight Auto Aim on:
- Acid blaster
- Sticky bombs
- Gatling gun
- Blaster
- Flamer
- Improved net code for and slight Auto Aim for:
- Heavy Cannon
- Piercing Gun
- Better Missile AI targeting (prefers targets right infront of the ship) on:
- Missile launcher
- Moth Queen Spit Gland

3. Balance (based on player input and testing)
- 10% range on lightning gun
+ 10% damage on blaster
+ 15% damage, -10% power cost on gatling gun
+ 20% damage, 25% dot damage, - 8 sec dot durtion on acid spray
+ 10% damage, 10% range on beamer
+ 7% damage on moth zero gland
+ 20% damage on nuke launcher

4. More
- 65x char limit on imput chat text
- max 6 rows of text in log
- fixed bug that allowed players to take dmg in safezone
- significantly reduced client side lag with projectile weapons
- bug that caused level up bonuses not to apply until next death
- cargo now updates on death
- fixed bug that could cause client to lock if a menu was opened while dead
- increased experience levels for the right elite zone in Mitrilion
- background multiple tracks playing at the same time bug fixed

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