Really enjoyed this. Very clever way to do Star Trek. :)
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For a young dev, it's pretty solid. The tilting ship is a particularly nice touch. I look forward to what you make in the future!
Right now the pacing is pretty stiff, like it's a tutorial you followed rather than a game. Adding in some kind of boss thing, weapon powerups, or clustered enemies rather than one-by-one enemies would add a lot. If you're having hard time making assets, consider teaming up with someone.
When I play a shmup like this, I really want to feel my life is on the line. There are loads of simple tricks you can use: try searching for Jan Willem Nijman / Vlambeer. There's several great videos about simple things you can do to make your game intense!
Pretty solid effort, even if this is as far as you take it. It'll look good on future resumes, especially if you spice it up.
One of the things about this game is that there's not much real-time travel, so there's no reason to have small planets. My planets also aren't voxel, there's not any memory advantage to small planets, either. So I plan to have large ones.
But I don't know that you'll notice? This isn't the sort of game where you'll try to walk across a planet in realtime.
Whew, I finished a major update for my project: now you can build ships and create crews! Still a bit of a tech demo, but I'd appreciate people telling me if it runs for them, etc.
Feel free to pop on over to the dedicated community forum if you have complicated comments. It could do with some new posts anyway. It's a shame major features take so long to develop.
I think there might be a bug, since I can't figure out how to find the goblin. It looks like the road is supposed to take me there, but it doesn't.
Either way, the game runs, so you can make any game you want like this!
Oh, you can catch me on Twitch ( https://www.twitch.tv/cperko/ ) twice a week, or I post around one video per week on YouTube. I'm making steady progress, although it's not fast since it's a hobby.
Today I had a livestream, polished my interior view transition so you can really get a sense of what's inside your ship. Also made a few more ship components. But I'm still a long way from having a fully functioning game!
Sorry, my planets are totally placeholders right now.
I will be using almost a 100% shader-based technique for my planets when I put them in, and I won't bother with creating detailed surface meshes until you're basically on the surface. Shaders are so much cheaper than mesh manipulation!
Well, my idea is that if you can salvage components from outside your tech level, you'd probably want to build a ship around them. But ideas on that front are still pretty foggy, haven't gotten that far - but, for sure, integrating another ship's parts would be a major undertaking on par with building a new ship.
I don't mind making update videos, but tutorial videos need to be accurate and useful. Update videos take about as long as update posts, so that's no biggie.
We haven't even begun to see the game in these tech demos, so my outreach is really at a bare simmer. Once we have some gameplay, I might get more proactive and worry about it more. Still, the once-a-week tech demos are a nice target to keep me motivated.
I'm not sure how I'll be putting missions out there yet - the characters don't even have stats right now. But it's pretty easy. I decided to focus on Ship Components this week instead of crew, though.
When you want to build a ship, you certainly want a full list of parts, but loading a parts list is much faster than loading the parts! You only need the parts fully loaded when you're actively trying to put them on a ship.
That said, most of the time you'll be using similar parts to parts you've already used on other ships, and therefore those catalogs will already be fully loaded.
The problem isn't really the download bandwidth, it's just the fact that you're loading stuff midgame. Like there's that little stutter when you walk out of a house in an FPS, because it has to load up a bunch of new textures? Or how you get low-res stuff for a bit before the high-res stuff loads? That's what we'd see.
Loading delays. The realtime resource pipeline isn't as fast as the prepackaged pipeline. But I don't think it's going to be much of an issue, especially if we cache common mods on your hard drive as UnityPackages.
Hm, I'll keep that stuff in mind, but the UI I'm working on now isn't in any of the videos, so you can't really critique it yet. The issue is that there are 20+ ship components, 6+ crew and missions, but displaying details about their status is very hard, especially given that I want to keep showing the main game view (the ship) in the background.
I think I have to give up on that. The sidebars I've created can give some overview, but when you want details, I think I just need to take up the whole screen with them.
Hmmmmm. The problem is that I'm trying to show data alongside the world view, so you can peek at things while time progresses. But you may have given me an idea.
The UI is going to be the sucky part of the game for a long time, though. :|