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 Post subject: August Progress Update And Screenshot
PostPosted: Sat 15 Aug, 2015 7:21 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
August 13 2015 Update (From July 12 2015)

-Added new missile class, Warheads, ship sized missiles.
-Corrosive warheads (eat armor)
-Warheads understand how to blow near, if they miss target
-Ion Warhead (shield killer)
-Explosive warhead (hull killer)
-Lots of dialogue checkins
-Penetrator missile tech (sticks into hull on impact)
-Grav missile (penetrator, slows ships)
-Lots of fiddling to make sticking a missile into an object made of 50 colliders look somewhat right
-Effects work on the new missiles
-Proper damage types hooked up to shockwaves (Ion, Explosive, Corrosive)
-Lots of HUD work
-Work merging dispenser and device tech, so we have a nice common interface to deal with special weapons
-Scan window for tractored parts so you can see what you are holding.
-Fighter bay tech. Lots of checkins and swear words.
-Fighter tech, how to make itty bitty ships work/not be too expensive cpu wise.
-Device tech knows how to define its own tactical buttons in multiplayer vs starmap mode.
-Many checkins about “subscale” Makes scan view scale by monitor resolution. Cool, many tears.
-Fighter bays now have controls so you can command each bay individually
-More fighter love, lets not fly straight into rocks.
-Shotgun, nuff said
-Sniper Cannon, see above
-Ok fighters need their own weapon class now.
-Leech beam work
-Work on the skybox/planet generator that I don't understand
-Art passes on Long range and Chainsaw beam.
-Added a bomber, projectile, and ion bomber fighter
-Fighter launching looking cool
-Networking fighters (yay multiplayer)
-Big dialogue and lore checkin fest
-Fighters know how to color themselves like their parent ships
-Fighter role systems, so different fighter types behave differently
-AI ships can now use fighters
-Secret weapon started (cant ruin the surprise, takes about 4 days)
-Ion Beam and Bomber (cuz who likes shields)
-Fighter art pass
-Hangar art pass
-New weapon class Bomb. With new inertial based launch system. WWII dive bomber stuff.
-SO we needed a bunch of bombs now, Ion, Corrosive, Explosive, and moved over Mass Bombs to this
-AI can fire bombs (but not well yet)
-Secret weapon Art pass
-New depth of field shader, 1% cost, blur for everyone (who wants it)
-Bomb art pass
-Dialogue infusion
-New bloody explosion effects for zombies, gore gore gore
-Secret final level art stuff.
-All weapons have menu icons, cuz who likes reading.
-Soft particles, Richard happy
-Rewrite of collision avoidance, decent now
-Smart shield system for AI, detect imminent collisions and turn on shields.
-AI learns to ram small stuff, but not explosive small stuff.
-When cannons shoot, they eject shell casings, cuz our inner 8 year old.
-Big meeting on Tuesday, changes how we view tactical combat. Tactical combat actually tactical now instead of street fight/clickfest. (May do a writeup on this soon, but it is pretty unique so we also want to make it a surprise)
-Lots of work to implement new combat idea.
-Multiplayer battle with Richard using new combat method. Was the most fun either of us have had in combat since the project began. (that was 2 hours ago)

That't it this month. 256 checkins total, highlights above. Right now we are both super stoked about the combat.

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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Sun 16 Aug, 2015 4:45 am 
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Scout
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Joined: Sat 14 Jan, 2012 12:49 am
Posts: 42
Looking good... Keep up the Hard work guys.


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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Sun 16 Aug, 2015 6:17 pm 
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Shortbus

Joined: Sun 13 May, 2012 11:13 am
Posts: 4
Cant frikin wait, how much longer?


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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Mon 17 Aug, 2015 8:00 am 
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Scout

Joined: Sun 25 Dec, 2011 12:59 am
Posts: 34
Now that's some good meaty progress right there.

>-When cannons shoot, they eject shell casings, cuz our inner 8 year old.
Haha, you'll get no complaints from me!

>-New depth of field shader, 1% cost, blur for everyone (who wants it)
I really appreciate that. Not sure whether I'll like it yet or not, but there are so many games that have annoying graphical aesthetics that can't be turned off. The worst offender is typically "bloom".


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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Mon 17 Aug, 2015 1:02 pm 
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Dart

Joined: Wed 22 Feb, 2012 1:05 pm
Posts: 14
looking good keep it up :)

and cant wait to play it :)


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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Mon 17 Aug, 2015 2:50 pm 
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Shortbus
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Joined: Fri 09 Jan, 2015 5:57 pm
Posts: 7
Location: Germany
Secret weapon! I love secretly blowing up secret things secretly. :)

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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Thu 20 Aug, 2015 11:24 am 
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Dart

Joined: Sat 28 Jan, 2012 2:36 am
Posts: 20
OMIGOSH you guys rock take me MONEYYYYY :lol: 8-) :shock: :D :mrgreen: :geek: :ugeek:


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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Mon 24 Aug, 2015 8:49 pm 
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Dart
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Joined: Tue 04 Feb, 2014 10:46 pm
Posts: 24
Location: VIE
Woah! Very impressive!

In this screenshot we saw a glimpse of UI, has this undergone an overhaul or did you exclude it on purpose in the last screenshots? (they too look a bit cut off on top and bottom)

You seem to have a tight policy of releasing info ("just screenshots + text) but could you please stream the next multiplayer battle for us mere mortals to drool on? :mrgreen:

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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Thu 27 Aug, 2015 5:59 am 
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Clockwork Personnel
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Joined: Fri 25 Feb, 2011 7:58 pm
Posts: 432
Location: London, GB
Looking great guys, massive leaps and bounds and I'm sure we can't wait to see all of that hard work come together!

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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Fri 04 Sep, 2015 8:14 pm 
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Shortbus

Joined: Fri 04 Sep, 2015 8:06 pm
Posts: 1
I'm not sure what to think about the shell casings bit..
Seems like guys(the player's) who are always short on resources wouldn't be too keen on just throwing away metal like that. Also, weren't most of the cannons energy weapons? What exactly would be getting ejected?


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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Sat 05 Sep, 2015 7:51 am 
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Tug

Joined: Fri 26 Oct, 2012 11:55 am
Posts: 506
An energy weapon can still have casings and stuff, in some cases, the energy source is like a battery, and 1 battery is represented as 1 ammo/something, sometimes the weapon uses up all of the energy of the battery in a single shot, sometimes it takes several shots, i'm guessing something like that.


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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Sat 05 Sep, 2015 3:57 pm 
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Hound
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Joined: Fri 25 Feb, 2011 3:21 am
Posts: 1993
Casings are cool, regardless if they make sense or not. Energy weapons won't eject them.


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 Post subject: Re: August Progress Update And Screenshot
PostPosted: Fri 11 Sep, 2015 6:30 pm 
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Dart

Joined: Tue 04 Mar, 2014 6:00 pm
Posts: 21
This looks fantastic, and I can't wait to play.

So often with games you start to watch them and as the updates come out I find myself less and less impressed with the diretion the game is headed.

SPAZ2 is the opposite of this. Each update makes me *more* excited about the game. You two are doing a fantastic job, keep it up!


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