Hey guys I've been working on iteration 16 - and released it (available on the main site) yesterday. It is mostly polish in prep for the Greenlight and Kickstarter campaigns - I wanted to smooth a lot of elements out and make the presentation as nice as possible as well as include control mapping and improved options screens. There's also been some bug fixes and lingering issues that I've tackled.
I've also started the Kickstarter and Greenlight campaigns - if you are interested check out the info here:
http://www.bay12forums.com/smf/index.php?topic=126644.0I started another thread so that once those end we can continue this one as we have been over the years.
Since there's a bunch of you watching this thread (thank you) I'll post a reply here to hopefully get your attention.
Since posting here - those years ago - you guys gave me great feedback and encouragement keeping me going through the bugs and issues. So I sincerely thank you for that. You guys are part of a dream.
Paul
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Hey guys, been working hard and here is iteration 15!
Iteration 15 added ship radar, HUD/GUI overhaul, asteroid mining, cutscenes, story/missions and dialog as well as other improvements.
Iteration 15 is the precursor to iteration 16 which is to follow soon (around a month).
Iteration 16 will be very important to the project as that will be the iteration for a Steam Greenlight and potential Kickstarter demo.Due to the new story elements and impending iter 16 and its importance I'd very much appreciate any/all feedback on the current state of the project. Especially on the new "story mode"
For example:
Is it too hard?
Is it too easy?
How long did it take you to complete?
Any odd things?
Any things that stopped you?
A new video is available showing the changes:
http://www.youtube.com/watch?v=TlSVAigeYc8Here's the change log for iter 15:
http://www.voiddestroyer.com/forums/viewtopic.php?f=7&t=396I've updated the media page with some new screen shots:
http://voiddestroyer.com/media.htmlIncluding this new vid:
http://www.youtube.com/watch?v=TlSVAigeYc8Iteration 15 is available on the main site:
http://www.voiddestroyer.comthanks for reading!
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Hey guys, iteration 13 has been released!
Iteration 13 added a few things: weapon recoils, debris, gate travel, enhanced ship changing and other features, enhancements and bug fixes on our way to Beta.
Check out the change log for details:
http://www.voiddestroyer.com/forums/viewtopic.php?f=7&t=387Also a new video is here highlighting the changes:
http://www.youtube.com/watch?v=qR4k4xo6QlQIteration 13 is avaiable on the main site:
http://www.voiddestroyer.comHope you enjoy and thanks for checking it out!
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Hey guys! Iteration 12 is released. Iter 12 focused on "tactical mode" - the RTS portion of the project. Some of the new updates are aimed to strenghten the RTS like control over the player's assets (ships mostly). EG: right click an empty spot to move the ship there, issue a Hold position command.
Here's a vid with the latest changes.
http://www.youtube.com/watch?v=aZoyVhQAPNoHere's an older vid, but covers the game in more broad/general terms than the video above:
http://www.youtube.com/watch?v=6dwVr444EbwThere's more on the Media page here:
http://voiddestroyer.com/media.htmlThe project is still free (now in Alpha stage), the download page is here:
http://voiddestroyer.com/download.htmlI'm happy to say that some of the updates are a direct result of the feedback I got from you guys, so thanks again
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Bit longer than a year ago I posted the first message here, the time has brought many updates and changes to the project:
Void Destroyer - Iteration 11 is now avaiable.
At least one of you guys' suggestions made it into the project (more RTS like camera for tactical mode - eg: move mouse to the right and have camera side step to the right, etc). Also by popular demand I replaced the font
As you can see the project has had significant updates to the graphics and effects. The change log is here:
http://voiddestroyer.com/forums/viewtopic.php?f=7&t=363Hope you check it out and let me know what you think! thanks
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Hey guys, project still going strong, here's some news: did an interview with True PC Gaming about the process, it also has some new screen shots of the new art style we are going for.
Direct link to interview:
http://truepcgaming.com/2012/01/11/when-a-hobby-becomes-an-obsession-void-destroyer-interview/http://truepcgaming.com/-----
Hey guys it has been a few months since the first post. Got some great feedback from you guys and hoping for a repeat.
Lots of changes, new features, bug fixes, new art, new website:
http://www.VoidDestroyer.comMost notable:
Project has a name: Void Destroyer
Command ship (upgradable warship where the player's "Avatar" commands the battle) - upgrade it with offensive and defensive abilities
Base capturing - you can now capture enemy bases to expand your empire and weaken your enemies.
RTS elements: enemy bases build stations (for ship production and defense) and ships for offense and defense.
Contract artist art
Shaders added
Bare Bones mode - textureless and shaderless for non-Nvidia or ATI systems.
With the more game like elements (base capture) I need more and more feedback from other eyes than mine. I'm hoping that I can gain insight on how players see this project, is it fun? Is it interesting? Is there obvious flaws? Especially as it relates to capturing bases. It takes me about 30 minutes, am wondering how long it takes a new player.
Again I'd appreciate it if you guys gave it a shot and let me know. It is still a free download on the main site:
http://www.VoidDestroyer.comHere's my favorite of the recent screen shots:
Click for full size ->
http://www.voiddestroyer.com/screenshots/iter7-1.pngHere's a recent video:
http://www.youtube.com/watch?v=hHp1UATkwiMSummary: download and play the game
thanks!
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Hey guys, I found this forum through reddit.com, the post that got my attention said that you guys give feedback to indies, and feedback for me is like brains for zombies.
TL;DR - making a space sim, check it out and let me know what you think, thanks!
I'm making a 3D space sim/rts hybrid (you can control your ships directly (mouse or joystick) or issue commands through a tactical map). You can build ships and stations, manage the economy of your bases (what resources to produces), setup trade routes (this needs a lot of work). Engage in combat with "pirates" (need to come up with a better faction name) and alien forces. The main goal of the game right now is basic survival (try to see how long you last), but eventually the plan is to have a storyline.
Right now the game is in a pre-alpha/prototype stage (the game doesn't even have a name yet), but its playable and I've just created 2 basic tutorials (still in rough shape) in hopes of easing players into the game. Anyways I hope and dream to eventually go commercial with this project, but right now everything is free and will be for a while. The graphics are mostly programmer art with some outside models. Everything (graphics, sound, the gameplay itself) needs a lot of work (my update schedule is about monthly), my goal to releasing the project so early is to get feedback from the gaming/gamedev communities to make the game better, and avoid the pitfals of designing in a vacuum.
You can find more details on my site:
http://www.arrmaytey.comHere's a few screen shots to entice you guys to check it out:
Latest you tube vid:
http://www.youtube.com/v/LtFS7l98t9g?hl=en&fs=1Hope you enjoy, and thanks for reading!