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ASE v0.10a

At Skies' Edge
A downloadable game for Windows

Hello everybody.

It's been a busy few months as always, between work, study, music and my other personal responsibilities (in fact, I'm pushing this update as I'm on the road). Outside of this update, there's a few other bits and pieces that I've been working on regarding the project that I'm ready to talk about. Let's get started!

Bug Fixes

  • Options menu should now work in ultra-wide screen formats (hopefully, I don't have an ultra-wide monitor)
  • Enemy aircraft should no longer fly into the ground (for real (????))
  • Keybinding prompts should be much larger and easier to read
  • Disabling targets should also drop player and AI weapons lock on these targets
  • AI should no longer shoot missiles at nothing
  • A whole bunch of other stuff, I'm sure

Known Bugs

  • Missiles launched at high speeds may have weird looking, very sparsely placed trail particles
  • VFX objects like missile smoke and damage smoke ignore post processing and always render in front of clouds
  • Voice balancing is very quiet for certain lines (I just haven't properly put them through Audacity sorry)
  • Terrain textures in larger maps can look low-res when slightly far away from player
  • Tutorial input prompts for missiles and allied support are incorrect (can't get a hold of the author - still investigating a solution)
  • Screwing too much with the hangar buttons may duplicate missile loads
  • Allied missile smoke trails may disappear upon impact
  • Allied fighter support may wiggle around depending on the player's flight characteristics
  • When using the simplified control scheme on a controller, the camera can stutter during movement
  • Keybinding prompts do not show up for joysticks (cause the asset doesn't support them)
  • Turrets do not use vertical rotation (this is more of a model limitation)
  • Camera can move when paused and using the simplified control scheme (could be a feature though)
  • Control Scheme selection in the Controls Screen needs to be pressed once before responding
  • Showing the instructions screen doesn't make Survival Mode and Tutorial Mode go away

New Features

What's Next?

In the ASE v0.09a update, I spoke about my work on the game and the limitations holding me back from committing to a full development cycle. These problems are highly complex and can't be resolved through simply purchasing an asset from the Unity store or doing more homework (at least, if I didn't want to spend another 10 years figuring out how shaders and the depth buffer works)

During the past few weeks, I've been doing some investigation as to the feasibility of resolving these problems on top of my regular update work. This has allowed me to identify several potential avenues to explore regarding long term, serious development of ASE to bring it into a state which aligns with my own minimum expectations of what a game in this genre should look like. I've carefully examined my own personal and professional situation and think I have what it takes, so I'll give it my best shot. 

In the course of my research, I have realised that making video games requires more work than I initially thought. There are so many things you need to account for, not only from a technical perspective but also project management, legal and financial considerations. That being said, a lot of this stuff falls under what I do for a living normally, so I'm confident that I should be able to manage things responsibly. 

Risk mitigation remains priority #1 not only for me, but for the people who are interested in my game.  While I've been treating development as a fun distraction up until now, further development will require an increased time and financial commitment. I am not keen to risk my own time and money - and more importantly, that of others - for an uncertain outcome.  My basic principles will remain the same:

  • I'll try to do as much of the project as I can by myself. 
  • I'll try as hard as I can to develop a realistic, achievable product using the resources and time I have available. 
  • Where I need help, I will compensate fairly and up-front. No volunteer or revenue-sharing arrangements.
  • I won't commit to any obligations or deliverables on my end until I'm confident I can meet them.
  • If I identify threats to the viability of the project, I will assess their impact on development and invest in controls or contingencies where appropriate.

While I get everything sorted out, v.10 will probably be the last major update to ASE on itch. Everything that I wanted to achieve with this project has been done and while a lot of things are very janky, I'm happy with the material and mechanics that are in the build and content to polish them out as part of development later on. There may be a few bug-fixing patches  or I might try to work on better joystick support, but I have no plans to add any further changes or content to the core of the game.

With this out of the way, I guess I'll also cover what we can hopefully expect to see in the next iteration of ASE. 

What Will Stay

  • The base Operation framework from lunetis which has formed the core of ASE
  • All additional game mechanics, such as allied support, hangar + loadouts, take-off and landing, mid-mission resupply, big maps, etc.
  • The HUD
  • The RPN Mk. 1D
  • A few of the ground models 

What Will Go

  • All CC by Attribution models 
  • All audio, including all music, voice and sound effects.
  • The current VFX and cloud solution
  • All campaign content
  • Current hangar system

idk lol

  • Models taken from a previous iteration of ASE
  • Sirius One and AWACS Panopticon
  • General story/world-building content
  • Current AI systems
  • Current options screen mechanics

In addition, everything that will stay will also go through a period of rewriting/optimisation to fix tech debt and improve performance. This will happen alongside content development. As such, the next iteration of ASE will require some time. As usual, I'll try to post updates here and there on my Twitter/X. Please feel free to follow if you'd like.

It has been a pleasure and a privilege to have so many people play my dumb little game. I can't believe that it started off as a stupid distraction I made after watching Top Gun 2. 

Until next time,
Mack

I never got around to updating the hangar system. Woops :/

Files

  • ASE v0.10a.rar 474 MB
    Oct 03, 2024
Download At Skies' Edge
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