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A delayed summary of our testing session on 28.10. There were surprisingly few issues, and AI-opponents were much more stable-minded and less suicidal than before. I collected some of the cooperative battles in a video.

Of course, there’s always room for improvement.

  • Missile flame particles had distracting gaps, which can be constantly seen in videos. I managed to fix this by feeding the missile's world coordinates to both “Spawn Over Distance” and “Initialize Particle Strip” components in the VFX graph. Not sure if this is a proper way, though.
  • Mine explosions caused a huge shock wave that threw ships around the arena and probably broke the collision detection (time 2:48 in video above). This was probably because of a typo: the explosion force was ten times too strong. But some kind of gravitation weapon might be a nice feature…
  • Stalemate buoy appearance caused a confusing leap in camera focusing. Now the viewport should be tweened properly.

We also fought a grand, eight-ship tournament with two humans and two AI pilots. Here’s an uncut video of the tournament to demonstrate the game flow and different ship designs. You can skip the ship selection parts from bookmarks.