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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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#26
skuid

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New video showing a newest version (is the best I could do with the movie maker:().
Other things I've included that doesn't show in the video are alliance cruisers who can spawn some allies ships to help you. Also the reaper can spawn occulus. I intended to do a game mode similar to ME Multiplayer wave system with some random objectives but for now, enemies and allies keep spawning until the reaper or the alliance cruiser are destroyed.
I've included some basic commands to order your allies to attack some target or help you destroying an enemy who is firing at you.

#27
AlienAtSystem

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Looks certainly nice so far. I would love to test this.

Although I'll probably look picky right now, some suggestions for improvements:
The particles need work. But that's true for about 90% of homemade particle systems.
The Oculus model is wrong. During space-fights, they have some type of outer armor (the model should be in the ME 3 files, you see it shortly during Prologue:Earth).
The reaper AI could be imprived to shoot more "fluid". Looks strange when he is waggling his arm like that.

#28
Severyx

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Nice. What engine are you using to do this?

#29
skuid

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AlienAtSystem wrote...

Looks certainly nice so far. I would love to test this.

Although I'll probably look picky right now, some suggestions for improvements:
The particles need work. But that's true for about 90% of homemade particle systems.
The Oculus model is wrong. During space-fights, they have some type of outer armor (the model should be in the ME 3 files, you see it shortly during Prologue:Earth).
The reaper AI could be imprived to shoot more "fluid". Looks strange when he is waggling his arm like that.

Yes, I found recently the occulus model with the outer armor. Also I'll try to make the legs move smoother and I'll include some sort of heating system to avoid constant fire.
Thanks for the feedback:happy:

Severyx wrote...
Nice. What engine are you using to do this?

I'm using a game engine I made 2 years ago with some colleagues as an university project so it has some limitations, for example I don't have skinning and skeletal animations.

#30
chris2365

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Looks really good. Looking forward to the demo.

#31
a load of stanton

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insted of a alliance crusier can we have a dreadnought seems more of a fair battle

Сообщение изменено: a load of stanton, 12 Июнь 2012 - 03:40 .


#32
skuid

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a load of stanton wrote...

insted of a alliance crusier can we have a dreadnought seems more of a fair battle


I didn't find a dreadnought model, but maybe I could scale the cruiser model to represent the dreadnought.

#33
a load of stanton

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skuid wrote...

a load of stanton wrote...

insted of a alliance crusier can we have a dreadnought seems more of a fair battle


I didn't find a dreadnought model, but maybe I could scale the cruiser model to represent the dreadnought.

that would be fine 

#34
AlienAtSystem

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What about the Dreadnought ship model for the cabin? If you provide me with the model and the texture of the Alliance Cruiser, I could try to wrap it for you.

#35
skuid

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AlienAtSystem wrote...

What about the Dreadnought ship model for the cabin? If you provide me with the model and the texture of the Alliance Cruiser, I could try to wrap it for you.

Thanks, but the problem is that the ships models for the cabin are low res

#36
Smugglers Luck

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bump

#37
Sweawm

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I have an awesome idea for a Mission if its going to be set during the Reaper War. How about playing as a Turian Fighter when Cerberus ambushes that Turian Transport; the one mentioned in the Zaeed mission in ME3. Would certainly be a great tie-in.

#38
skuid

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Sweawm wrote...

I have an awesome idea for a Mission if its going to be set during the Reaper War. How about playing as a Turian Fighter when Cerberus ambushes that Turian Transport; the one mentioned in the Zaeed mission in ME3. Would certainly be a great tie-in.

Yes, I was thinking in some sort of missions like this: protect some objective, secure some area, destroy objectives...
But this will be in the final version, for now I'm doing the following game mode:
There are two factions, allies and enemies. Each faction has a mothership which can spawn fighters in every wave. A wave ends when all enemy fighters are down, and the game ends when one mothership is destroyed. To destroy the motherships there are several ways:
-Shooting at it.
-Destroying its turrets to make some extra damage.
-Each spawned fighter will cause some damage to the mothership.
At some waves will be some objectives missions like in ME multiplayer.

I don't know if I should keep the wave system or doing constant spawn of fighters, every time one is destroyed another will spawn. With the wave system, the number of enemies and allies could be unbalanced until the next wave starts. So, which one do you think is better?

Also a screenshot of the Alliance Cruiser:
Размещенное изображение

#39
ChrisRudson

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Looking forward to it. Don't give up on this. This looks really awesome :)

#40
ChrisRudson

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You could try doing the constant spawn of fighters to keep pressure and to keep it realistic. But make a cooldown of spawn somehow, when a fighter dies, wait for like 5 seconds until the next ones spawn.

#41
Kenadian

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Definitely looking forward to this. If you can, try to draw inspiration from Freespace 2 in the form of the capital ships duking it out. If you can achieve that while zipping around in a fighter, you'll have one damn good game.

#42
UltimateTobi

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This looks more promising. Keep up the work, seriously. I didn't sub. this thread for nothing, did I? :)

#43
AlienAtSystem

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skuid wrote...

I don't know if I should keep the wave system or doing constant spawn of fighters, every time one is destroyed another will spawn. With the wave system, the number of enemies and allies could be unbalanced until the next wave starts. So, which one do you think is better?

I would prefer a queued respawn: Every 15 seconds or so, all fallen units respawn. That makes the combat balanced, limits the time a player has to wait for respawn and allows the units to get into flight formations quicker than an instant respawn.

#44
skuid

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UltimateTobi wrote...

This looks more promising. Keep up the work, seriously. I didn't sub. this thread for nothing, did I? :)

Don't worry, I'm still working on it;)

AlienAtSystem wrote...
I would prefer a queued respawn: Every 15 seconds or so, all fallen
units respawn. That makes the combat balanced, limits the time a player
has to wait for respawn and allows the units to get into flight
formations quicker than an instant respawn.

I did what you said and now looks more balanced. I set the respawn timer to 10 seconds and all the units respawn at once.

Now I need a trigger to start some special objectives to earn extra points. I'm thinking that the health of the mothership could trigger that, for example when the remaining health is at 75% - 50% and 25%. The special objectives could be:
-Kill a target in a given time.
-Kill x amount of enemies in a given time.
-...
Still needs a lot of work, I'll try to release a first version as soon as possible so I can receive some feedback.
Thank you all for your support:happy:

#45
UltimateTobi

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skuid wrote...

UltimateTobi wrote...

This looks more promising. Keep up the work, seriously. I didn't sub. this thread for nothing, did I? :)

Don't worry, I'm still working on it;)

AlienAtSystem wrote...
I would prefer a queued respawn: Every 15 seconds or so, all fallen
units respawn. That makes the combat balanced, limits the time a player
has to wait for respawn and allows the units to get into flight
formations quicker than an instant respawn.

I did what you said and now looks more balanced. I set the respawn timer to 10 seconds and all the units respawn at once.

Now I need a trigger to start some special objectives to earn extra points. I'm thinking that the health of the mothership could trigger that, for example when the remaining health is at 75% - 50% and 25%. The special objectives could be:
-Kill a target in a given time.
-Kill x amount of enemies in a given time.
-...
Still needs a lot of work, I'll try to release a first version as soon as possible so I can receive some feedback.
Thank you all for your support:happy:


That's the spirit. ;)

#46
skuid

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I'm happy to announce that the first version is available here. It includes only one game mode and no customization of ships, I'm still working on it but it could take some time. I hope you enjoy it and feel free to share your opinions here, I'll appreciate all the feedback.

Also, I'm working in a tool that will allow you to modify and create ships for the game.

#47
chris2365

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skuid wrote...

I'm happy to announce that the first version is available here. It includes only one game mode and no customization of ships, I'm still working on it but it could take some time. I hope you enjoy it and feel free to share your opinions here, I'll appreciate all the feedback.

Also, I'm working in a tool that will allow you to modify and create ships for the game.


I just downloaded it. Unfortunantly, it seems to crash 3-5 seconds into the battle for me. I extracted the files into a folder and select the application to start the game. However,the 3-5 seconds that I played seemed pretty goodРазмещенное изображение

#48
skuid

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chris2365 wrote...

skuid wrote...

I'm happy to announce that the first version is available here. It includes only one game mode and no customization of ships, I'm still working on it but it could take some time. I hope you enjoy it and feel free to share your opinions here, I'll appreciate all the feedback.

Also, I'm working in a tool that will allow you to modify and create ships for the game.


I just downloaded it. Unfortunantly, it seems to crash 3-5 seconds into the battle for me. I extracted the files into a folder and select the application to start the game. However,the 3-5 seconds that I played seemed pretty goodРазмещенное изображение


Sorry to hear that, It might be when is trying to load the occulus resources in respawn. Can you tell me which OS do you have?, I didn't test it in XP. Also the console will show some errors.

#49
chris2365

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skuid wrote...

chris2365 wrote...

skuid wrote...

I'm happy to announce that the first version is available here. It includes only one game mode and no customization of ships, I'm still working on it but it could take some time. I hope you enjoy it and feel free to share your opinions here, I'll appreciate all the feedback.

Also, I'm working in a tool that will allow you to modify and create ships for the game.


I just downloaded it. Unfortunantly, it seems to crash 3-5 seconds into the battle for me. I extracted the files into a folder and select the application to start the game. However,the 3-5 seconds that I played seemed pretty goodРазмещенное изображение


Sorry to hear that, It might be when is trying to load the occulus resources in respawn. Can you tell me which OS do you have?, I didn't test it in XP. Also the console will show some errors.


I actually re-tried playing it. It seems that playing 10 vs. 10 is too much of a strain on resources. I can play fine on 4 vs. 4 and below. It is actually pretty good. The only thing is that it is pretty hard to pursue a enemy. I am used to playing flying/space games with my joystick. My OS is Vista 32-bit. Hope it helps

Good job

#50
NinthGeorgesw

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This is great. I had some graphical problems until I fiddled around with the options, but it's really impressive.