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I understand. Like I said, what you've done so far is very impressive. For me, these were the only tell-tale signs that this was a fan game. I hope I didn't make you feel discouraged.

On a technical level, the things I mentioned seemed easily fixable to me, but then again, I haven't seen the source code. By the way, you might wanna look up IL2CPP. For your sake, I won't get into details in a public comment section.

Anyway, I will watch this project progress until the cease and desist comes. Keep up the good work.

I have released the V8.3 update with several improvements to the UI. I did experiment with changing the aiming but I discovered that in order to make the crosshair perform like you suggested, I would have to change it from world space to screen space. The way it works now is the crosshair is always positioned directly in front of your starfighter, so the input delay you are feeling is actually the smoothing being applied to the starfighter's turning. I'm not yet sure if I will change this, since I would essentially need to take input for the crosshair separately.

These are some welcome changes. Apart from the blue stroke around the green text against the blue background on the loading screen. I don't really get that decision. Didn't really improve on visibility.

Regarding the aiming: I am curious why you chose not to copy Battlefront (2004)'s implementation in the first place. That's the most self-evident aiming mechanic. I honestly feel like you are making it harder on yourself by deviating, and for no real gain.

I can also see you still haven't changed your scripting backend to il2cpp. It's super easy to do. If you give me an email address, I'll elaborate on why it would be in your interest.

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If you can, join the discord and we can go into much greater detail about this.