Mass Effect: Fighters Alliance (Space combat fan made video game) - NEW VERSION v1.1 available for download
#26
Опубликовано 11 Июнь 2012 - 03:41
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
Опубликовано 11 Июнь 2012 - 06:20
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
Опубликовано 11 Июнь 2012 - 07:02
#29
Опубликовано 11 Июнь 2012 - 07:33
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.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.
Thanks for the feedback:happy:
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.Severyx wrote...
Nice. What engine are you using to do this?
#30
Опубликовано 11 Июнь 2012 - 07:54
#31
Опубликовано 12 Июнь 2012 - 03:37
Сообщение изменено: a load of stanton, 12 Июнь 2012 - 03:40 .
#32
Опубликовано 12 Июнь 2012 - 04:26
I didn't find a dreadnought model, but maybe I could scale the cruiser model to represent the dreadnought.a load of stanton wrote...
insted of a alliance crusier can we have a dreadnought seems more of a fair battle
#33
Опубликовано 12 Июнь 2012 - 04:28
that would be fineskuid wrote...
I didn't find a dreadnought model, but maybe I could scale the cruiser model to represent the dreadnought.a load of stanton wrote...
insted of a alliance crusier can we have a dreadnought seems more of a fair battle
#34
Опубликовано 12 Июнь 2012 - 04:50
#35
Опубликовано 12 Июнь 2012 - 05:28
Thanks, but the problem is that the ships models for the cabin are low resAlienAtSystem 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.
#36
Опубликовано 16 Июнь 2012 - 06:03
#37
Опубликовано 16 Июнь 2012 - 10:09
#38
Опубликовано 17 Июнь 2012 - 02:27
Yes, I was thinking in some sort of missions like this: protect some objective, secure some area, destroy objectives...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.
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:
#39
Опубликовано 17 Июнь 2012 - 11:30
#40
Опубликовано 17 Июнь 2012 - 11:33
#41
Опубликовано 18 Июнь 2012 - 12:15
#42
Опубликовано 24 Июнь 2012 - 10:11
#43
Опубликовано 25 Июнь 2012 - 10:45
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.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?
#44
Опубликовано 25 Июнь 2012 - 03:31
Don't worry, I'm still working on it;)UltimateTobi wrote...
This looks more promising. Keep up the work, seriously. I didn't sub. this thread for nothing, did I?
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.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.
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
Опубликовано 25 Июнь 2012 - 08:07
That's the spirit.skuid wrote...
Don't worry, I'm still working on it;)UltimateTobi wrote...
This looks more promising. Keep up the work, seriously. I didn't sub. this thread for nothing, did I?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.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.
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:
#46
Опубликовано 26 Июль 2012 - 06:57
Also, I'm working in a tool that will allow you to modify and create ships for the game.
#47
Опубликовано 26 Июль 2012 - 08:21
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 good
#48
Опубликовано 26 Июль 2012 - 08:33
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 good
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
Опубликовано 26 Июль 2012 - 08:45
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 good
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
Опубликовано 26 Июль 2012 - 09:13





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