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Mass Effect: Fighters Alliance (Space combat fan made video game) - NEW VERSION v1.1 available for download


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#1
skuid

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I've been working in a space battle game and I decided to use the Mass Effect models. My intention is to do a space battle simulator with rpg elements like leveling up your ship and customize its stats, powers and appearance where you can choose between an alliance, cerberus or geth fighter and participate in some of the biggest space battles in the Mass Effect universe.

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Fighters Alliance is a fan made videogame based on Mass Effect series which belong to EA/Bioware. This game simulates space ships battles using the Mass Effect ships models. You will pilot a fighter and you'll have to destroy the enemies you find with the help of your allies. You will be able to modify your fighter: customize its appearance or upgrade its guns, powers and stats by leveling it up.

The game will offers some different game modes, but in the latest release it only includes one.
Mothership battle:
This game mode consists in a space battle between two factions, each faction has a mothership  which can spawn fighters into the battle every 10s keeping a total of 10 fighters of each faction fighting at the same time. The winner will be the first faction who manage to destroy the enemy's mothership. There will be special reinforcements depending on the remaining health of the mothership:

  • Health at 75%: frigates will spawn.
  • Health at 50%: a hero of the faction will spawn.
  • Health at 25%: cruisers will spawn.

The winner will be the first faction who manages to destroy the enemy motherhip. There are several ways to destroy the mothership:

  • Each fighter spawn will cause an amount of damage to the motherships health.
  • Shooting directly to the mothership. It is not a good idea because motherships are giant ships with powerful defenses and a fighter will cause very little damage.
  • Motherships usually have turrets who fire against enemy fighters. Destroying this turrets will cause some damage to the mother ship equal to the amount of the turret's health.

The v1.0 will include another game mode:

Siege:

In this game mode your dreadnought will move toward a space station. The primary objective is to reach the station. The station has several heavy turrets that will cause a lot of damage to the dreadnought when it is in range, so your secondary objective is to destroy those turrets, by doing so your dreadnought will be able to move a bit faster.

 

Stats

  • Shields: the shields protect the ships against damage and it will recharge automatically if it doesn't receive damage for some time.
  • Armor: provides an additional defense to the ship, it has to be eliminated completely in order to be able to damage the ship.
  • Health: the hull integrity of the ship, once it is 0 the ship is destroyed.
  • Defense: indicate the amount of damage absorbed by the ships defenses.
  • Gun Damage: modifier of the total damage caused by the ship's guns.
  • Power Damage: modifier of the total damage caused by the ship's powers.

Powers

  • Overload: overload the shields of the enemy dealing a great damage to them or a small damage to health if there are no shields. Overload is useless against armor.
  • Thannix Cannon: it will cause a heavy damage against armor and normal damage to health, but it's not very effective against shields.
  • Focus: it will increase the gun damage and defense.
  • Tactical Cloak: use an optical camouflage to avoid enemy attention. It will be disabled if you fire.
  • Sabotage: hack the friend/foe identification system of the enemy to made him attack your enemies.
  • Shockwave: overload your shields to create a shockwave that will damage enemies in range. Your shields will be disabled.

Available Ships

  • Fighters: Alliance, Cerberus, Geth, Turian, Occulus
  • Frigates: Cerberus, Turian, Geth, Reaper destroyer
  • Cruisers: Alliance, Turian, Geth, Reaper
  • Dreadnoughts: Alliance, Turian, Destiny Ascension, Geth, Harbinger
  • Heroes: Miranda Lawson, Legion, Marauder Shields

Consumables

  • Armor
    • Cyclonic Modulator: increase the shields.
    • Power Amplifier: increase the power damage.
    • Shield Power Cells: reduce the time for shield recharge.
  • Weapon
    • Weapon Amp: increase gun damage.
    • Heat Sink: reduce the heat generated by guns.
    • High Caliber Barrel: increase the gun damage but also increasing the heat generated.
  • Ammo
    • Piercing Ammo: increase the gun damage against armor.
    • Disruptor Ammo: increase the gun damage agains shields.

NEW VERSION 1.1 available now for download.


Modifié par skuid, 04 avril 2016 - 08:19 .

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#2
lillitheris

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Looks really cool! Epic music too. Can’t wait to try a demo :)

Two suggestions:

1. Nix the sounds in space :)
2. Huge thanix lances from the Reapers and maybe fire from allied ships too, so you have to try to fly avoiding directly in front of them.

#3
skuid

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lillitheris wrote...

Looks really cool! Epic music too. Can’t wait to try a demo :)

Two suggestions:

1. Nix the sounds in space :)
2. Huge thanix lances from the Reapers and maybe fire from allied ships too, so you have to try to fly avoiding directly in front of them.


Yes, the sounds should be more attenuated but it is more epic with explosions everywhere :D but you are right about that.
Also the shots in that video where just lines drawn in 2D, now I'm using sprites and looks much better, you can see them in the screenshots I recently upload here.
Thanks for the feedback;)

#4
brettc893

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Why didn't you call it Alliance Corsair?

Missed oppertunity.

#5
EricHVela

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I'm always up for flight/space sims! I'd love to see it.

To maintain the Mass Effect style:

I would leave the sounds in space. It's in the Mass Effect series of games for all space battle scenes (unless Shepard is doing EVA -- though there are still sounds when Shepard's doing EVA in the ME1 finale).

From all the footage I've seen in-game, non-Reaper and non-Collector ships all have projectile-like weapons (akin to Star Wars). Even the Thanix Cannon shows a high-velocity projectile head (with a slight warm-up period). Geth ships are the same way regardless if they're Reaper-controlled Heretics.

Also, Reaper and Collector ships (including occuli fighters in ME2) have sweeping, thick laser attacks in the game's scenes and not just flashes -- "lance" is a good word I think. This seems to only happen in close-range, though.

Occuli fighters in ME3 seem to have projectile-like fire for long range stuff.

Also, all of the ships in the ME scenes (reaper-ally or not) have rotational inertia, forward momentum and airspace-like maneuvering (in that they bank and roll to turn). Even the Normandy doesn't turn on a dime without coming full stop first (Grissom Academy mission). The only exception is entering and leaving FTL travel (which would be cool to see when new waves of enemies or allies appear), but even then, ships are only jumping and arriving facing the direction of the FTL travel.

A minor screen shake (like a small bump) when a large explosion happens nearby or a direct hit by a projectile would help mimic the scenes, too.

Modifié par ReggarBlane, 24 mai 2012 - 03:12 .


#6
sharkboy421

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Wow this looks amazing. I have fond memories of playing X-Wing and this looks like it will have the same great feel to it. I'm curious though what kind of upgrades you have available for your ship? I would think the normal like shields and weapons but then maybe some extras like a boost function or some type of decoy? But in any case, again this looks awesome! Cannot wait to try a demo.

#7
EricHVela

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Debris. Lots of debris in ME space battle scenes.

#8
skuid

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brettc893 wrote...

Why didn't you call it Alliance Corsair?

Missed oppertunity.


LOL I didn't thought about it

ReggarBlane wrote...

I'm always up for flight/space sims! I'd love to see it.

To maintain the Mass Effect style:

I
would leave the sounds in space. It's in the Mass Effect series of
games for all space battle scenes (unless Shepard is doing EVA -- though
there are still sounds when Shepard's doing EVA in the ME1 finale).

From
all the footage I've seen in-game, non-Reaper and non-Collector ships
all have projectile-like weapons (akin to Star Wars). Even the Thanix
Cannon shows a high-velocity projectile head (with a slight warm-up period). Geth ships are the same way regardless if they're Reaper-controlled Heretics.

Also,
Reaper and Collector ships (including occuli fighters in ME2) have
sweeping, thick laser attacks in the game's scenes and not just flashes
-- "lance" is a good word I think. This seems to only happen in
close-range, though.

Occuli fighters in ME3 seem to have projectile-like fire for long range stuff.

Also,
all of the ships in the ME scenes (reaper-ally or not) have rotational
inertia, forward momentum and airspace-like maneuvering (in that they
bank and roll to turn). Even the Normandy doesn't turn on a dime without
coming full stop first (Grissom Academy mission). The only exception is
entering and leaving FTL travel (which would be cool to see when new
waves of enemies or allies appear), but even then, ships are only
jumping and arriving facing the direction of the FTL travel.

A minor
screen shake (like a small bump) when a large explosion happens nearby
or a direct hit by a projectile would help mimic the scenes,
too.


I tried that way of movement but the gameplay was horrible, it was to diffucult to aim so I did the simplest way I think is better to have good gameplay rather than accurate movement. But I think I could include an option for allowing that kind of movement to be enabled or disabled.

#9
EricHVela

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skuid wrote...

brettc893 wrote...

Why didn't you call it Alliance Corsair?

Missed oppertunity.


LOL I didn't thought about it

ReggarBlane wrote...

I'm always up for flight/space sims! I'd love to see it.

To maintain the Mass Effect style:

I
would leave the sounds in space. It's in the Mass Effect series of
games for all space battle scenes (unless Shepard is doing EVA -- though
there are still sounds when Shepard's doing EVA in the ME1 finale).

From
all the footage I've seen in-game, non-Reaper and non-Collector ships
all have projectile-like weapons (akin to Star Wars). Even the Thanix
Cannon shows a high-velocity projectile head (with a slight warm-up period). Geth ships are the same way regardless if they're Reaper-controlled Heretics.

Also,
Reaper and Collector ships (including occuli fighters in ME2) have
sweeping, thick laser attacks in the game's scenes and not just flashes
-- "lance" is a good word I think. This seems to only happen in
close-range, though.

Occuli fighters in ME3 seem to have projectile-like fire for long range stuff.

Also,
all of the ships in the ME scenes (reaper-ally or not) have rotational
inertia, forward momentum and airspace-like maneuvering (in that they
bank and roll to turn). Even the Normandy doesn't turn on a dime without
coming full stop first (Grissom Academy mission). The only exception is
entering and leaving FTL travel (which would be cool to see when new
waves of enemies or allies appear), but even then, ships are only
jumping and arriving facing the direction of the FTL travel.

A minor
screen shake (like a small bump) when a large explosion happens nearby
or a direct hit by a projectile would help mimic the scenes,
too.


I tried that way of movement but the gameplay was horrible, it was to diffucult to aim so I did the simplest way I think is better to have good gameplay rather than accurate movement. But I think I could include an option for allowing that kind of movement to be enabled or disabled.

The space sims SWG:JTL and, before that, Wing Commander had a target-lead mechanic that let players know where to shoot to hit their target. Many dogfight sims have that mechanic.

#10
UltimateTobi

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I commented under your YT video. Really, this fan made game has potential.

Notice people: it's >fan made<, one single person coded that piece of software which resembles Mass Effect space fights. And for that, it's awesome.

Looking forward to a demo, or an actual release.

#11
samurai crusade

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Excellent work. I'm dying to try it! Will there be a cockpit view?

#12
UltimateTobi

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samurai crusade wrote...

Excellent work. I'm dying to try it! Will there be a cockpit view?

Oh yeah, I'd like to see that too.

#13
Edolix

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Looks great, though the lasers could do with a little bit more work

#14
sharkboy421

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UltimateTobi wrote...

samurai crusade wrote...

Excellent work. I'm dying to try it! Will there be a cockpit view?

Oh yeah, I'd like to see that too.


I would like to 3rd this :wizard:.  Though it still looks great as is.

#15
skuid

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Thank you all for your comments!

sharkboy421 wrote...

UltimateTobi wrote...

samurai crusade wrote...

Excellent work. I'm dying to try it! Will there be a cockpit view?

Oh yeah, I'd like to see that too.


I would like to 3rd this :wizard:.  Though it still looks great as is.


About the cockpit, the Mass Effect models didn't have one so it has to be modeled to be included but I didn't has the resources to do that. I could model it myself but it will look a bit weird :D.

UltimateTobi wrote...

I commented under your YT video. Really, this fan made game has potential.

Notice
people: it's >fan made<, one single person coded that piece of
software which resembles Mass Effect space fights. And for that, it's
awesome.

Looking forward to a demo, or an actual release.

You are mostly correct about that but even if I coded most of it, this game is based in a game engine I built with some colleagues as an university project. The engine was originaly build for a driving game so I had to change some parts and add some others. The fact that it was build for a driving game will allow me to include some other vehicles like the mako without many difficulties but for now it won't be a priority.

My intention is to release some tools for modding the game so people can help me build it. But it's still in early stages of development and I'm dealing with another project at the university (that I will finish on June 15th) so it will take some time.

Modifié par skuid, 24 mai 2012 - 05:34 .


#16
Karimloo

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See you in court

LOCKDOWN!

Posted Image

#17
skuid

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Karimloo wrote...

See you in court

LOCKDOWN!

Posted Image

I don't think so, I asked for permission first and Chris told me I could use Mass Effect models if I don't make profit from it

#18
Karimloo

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skuid wrote...

I don't think so, I asked for permission first and Chris told me I could use Mass Effect models if I don't make profit from it


Posted Image

itwasajoke.jpg

#19
brettc893

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Karimloo wrote...

skuid wrote...

I don't think so, I asked for permission first and Chris told me I could use Mass Effect models if I don't make profit from it


Posted Image

itwasajoke.jpg


yeah man.

This isn't Bethesda.

#20
skuid

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A screenshot with the different ships I already included in the game:
Posted Image

#21
EricHVela

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Bump for drooling on my keyboard.

#22
A0170

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This is amazing!

#23
kevchy

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Its never too late to call it Alliance Corsair....

Modifié par kevchy, 26 mai 2012 - 02:33 .


#24
skuid

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kevchy wrote...

Its never too late to call it Alliance Corsair....


In shepard voice: I... don't know.
I think that name doesn't fit with the context of my game, this game is intended to focus in battles during the reaper invasion, the alliance corsair was an old alliance iniciative which I believe is no longer active. But maybe I'm wrong.



I only have 2 powers: the thanix (is more like a guided missile than a real thanix cannon) and the overload and I want to include some more so... any ideas for new powers for the ships?

Modifié par skuid, 26 mai 2012 - 11:01 .


#25
Doofe2012

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Looks really good. Reminds me of Star Wars Battlefront 2's space combat.

Edit: Suggestions - Implement the larger ships (frigates, cruisers, dreadnoughts, carriers) and ways for us to use some of their features. Instead of having to pilot a fighter, you could spawn into an AA turret on a larger ship. Or after scoring X number of kills, you could temporarily take control of the main gun battery on a larger ship and fire at Reapers. Maybe even include hangar bays where damaged fighters can land and be repaired.

Modifié par Doofe2012, 27 mai 2012 - 02:48 .