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Re: Void Destroyer - space sim project - iteration 5
Posted: Mon May 02, 2011 2:47 am
by chaosavy
Iteration 5 news in top post.
Thanks!
Re: Void Destroyer - space sim project - iteration 7
Posted: Sat Jul 02, 2011 5:45 pm
by chaosavy
Iteration 7 news in top post.
Thanks!
Re: Void Destroyer - space sim project - iteration 7
Posted: Sat Jul 02, 2011 6:46 pm
by MoonWolf
http://www.voiddestroyer.com/Media.html gives me
500 Internal Server Error
[edit]OK - link at the bottom of the page works (it has address
http://www.voiddestroyer.com/media.html), but all images are broken (for example:
http://www.voiddestroyer.com/screenshots\Citer7-1.png).[/edit]
Re: Void Destroyer - space sim project - iteration 7
Posted: Sat Jul 02, 2011 8:38 pm
by chaosavy
I don't understand why that happens sometimes (media page screen shots), people tell me that issue from time to time, but it works on my end (IE and Chrome) what browser are you using?
Thanks for letting me know about the wrong "Media" link, fixed it.
Re: Void Destroyer - space sim project - iteration 7
Posted: Sun Jul 03, 2011 9:03 am
by MoonWolf
I use Firefox on Linux and this could be an issue as Linux uses slashes in pathnames - Windows uses backshlases natively and path like
http://www.some.com/some\path may work under Windows (but not under unix-like systems).
Re: Void Destroyer - space sim project - iteration 7
Posted: Sun Jul 03, 2011 2:35 pm
by chaosavy
thanks again
somehow a \ got in there instead of a / then I copied and pasted the same line and just changing the screen shot number so they all were fudged up, fixed now.
Re: Void Destroyer - space sim project - iteration 8
Posted: Tue Aug 02, 2011 2:26 am
by chaosavy
Iteration 8 News: (also updated first post with the same info)
Players can now capture enemy asteroid bases (try it and let me know how it goes! it takes me about 30 minutes to capture the nearest base) - RTS elements (enemy bases build stations and ships then send them against you), "Bare Bones" mode - textureless and shaderless for laptops without Nvidia/ATI cards. And more!
Heading more and more towards alpha release

Meaning that I need more and more feedback. Especially play testing and letting me know how base capturing strikes players (I'm a bit biased

) Going to have to step up efforts on actual gaming sites (no offense, what I mean is not on busy developer sites such as these) to get players to give me their impressions.
[youtube]hHp1UATkwiM[/youtube]
Main site with download:
http://www.VoidDestroyer.com
thanks!
Re: Void Destroyer - space sim project - iteration 8
Posted: Wed Aug 03, 2011 1:35 pm
by Brocan
Impressive!!!
Re: Void Destroyer - space sim project - iteration 8
Posted: Wed Aug 03, 2011 1:41 pm
by nevarim
i must try it

Re: Void Destroyer - space sim project - iteration 8
Posted: Fri Aug 12, 2011 9:22 am
by areay
Wow that's real nice. I Like the models. Would be cool if after destroying a ship there was some sort of particle effect that showed debris for a little while. Also, 4 decimal points of construction progress

Re: Void Destroyer - space sim project - iteration 8
Posted: Fri Aug 12, 2011 1:49 pm
by chaosavy
thanks for the feedback everyone.
Yeah debris is something that will have to be added

especially with larger ships and stations.
Re: Void Destroyer - space sim project - iteration 8
Posted: Wed Aug 17, 2011 1:29 pm
by Priato
Wow! Congratz !!!
Keep the good work!
Re: Void Destroyer - space sim project
Posted: Wed Jan 11, 2012 6:41 pm
by chaosavy
Hey guys, project still going strong, here's some news: did an interview with True PC Gaming about the process, mentioned Ogre3D and it also has some new screen shots of the new art style we are going for.
Direct link to interview:
http://truepcgaming.com/2012/01/11/when ... interview/
http://truepcgaming.com/
Re: Void Destroyer - space sim project
Posted: Thu Jan 12, 2012 6:33 pm
by Jabberwocky
Awesome interview, chaosavy.
Thanks for posting.
Re: Void Destroyer - space sim project
Posted: Mon Apr 16, 2012 4:16 am
by chaosavy
Its been quite a few months since the last release and we've been working hard.
Iteration 11 is now avaiable on the main site:
http://www.VoidDestroyer.com
Iteration 11 focused on overall enhancements of the project, including many art upgrades.
Here's a video:
[youtube]6dwVr444Ebw[/youtube]
Here is a screen shots:

There are a few more screen shots on the site's media page
Here is the change log:
http://voiddestroyer.com/forums/viewtopic.php?f=7&t=363
Re: Void Destroyer - space sim project
Posted: Mon Apr 16, 2012 6:25 am
by Mind Calamity
Keep up the good work, I played this game months ago when it still had no textured crafts, I will try it later, but the screenshots look awesome! Nice job!
Re: Void Destroyer - space sim project
Posted: Mon Apr 16, 2012 1:48 pm
by mistigrii33
The game looks VERY beautiful, and the gameplay too ! I'll try it soon ! Very nice job !
Re: Void Destroyer - space sim project
Posted: Sun Apr 22, 2012 4:05 am
by omicron1
This looks so much like Homeworld it's uncanny. From the blue-and-yellow orders map to the artfully-applied flat shading, every time I look at it I see an evolved version of Homeworld staring back.
Was that one of the influences? Artistic, gameplay? Or just a gigantic coincidence?
Re: Void Destroyer - space sim project
Posted: Sun Apr 22, 2012 4:52 am
by chaosavy
The overall philosophy of the project is have both RTS control and direct flight control, or both, or one - whatever the player wants. Homeworld really nailed the RTS side, so it has been a huge inspiration.
There is no flat shading - its diffuse, specular and emissive.
The orders map yellow is due to those ships' faction colors being yellow (there's also green and blue faction ship colors). The bakground used to be somewhat bright green, but that didn't look right, darker coloring looked better with the light colored ships - better contrast and less playfull mood.
Flat shading - I think you are refering to the textures, they are "toon" like - like Borderlands basically - very little inflouence from Homeworld here I'd say. There's no shader that is doing that, eventually we'll add an outline shader/compositor though
SO yes Homeworld is a big inflouence, but not on the "ship mode" - on the tactical mode (what you called the orders map). Mostly on the philosophy behind it - issue orders easily to your units and have a 3d map (instead of usually 2d map). Funny thing is sometimes I'd set out to improve Homeworld's functionality only to end up having something veyr similar because the improvement didn't work for some reason, I bet those guys came up against some of the same conclusions I did heh.
Re: Void Destroyer - space sim project
Posted: Sat May 12, 2012 7:55 am
by Jabberwocky
Hey Chaosavy,
I ran across one of your
interviews while checking out some game review sites. So I read it again, and this really made me laugh:
How did you get started in developing PC games?
I wanted to brush up on programming in C++ in anticipation of a future college course so I thought that doing a game project would keep me motivated enough to stick with learning C++ after some past failed starts where the programming exercises in books became too boring. So I started some experimentation with a rendering engine, I had no interest in coding how to draw triangles on the screen, instead wanted to get into the game logic. I was also inspired by the indie game Mount and Blade, knowing that a small team made such a cool game boosted my already super human levels of optimism to new heights. Ironically that college course turned out to be a Java course instead, about a year and a half later.
There's nothing better than a
bit of college prep work. I hope you did good in that Java course.

Re: Void Destroyer - space sim project
Posted: Sun May 13, 2012 5:41 am
by chaosavy
The college course went fine - what's sort of scary though - is how Java/programming is taught these days - at least at my University.
Its done via this:
http://www.alice.org/
The first 2 months or so were taught via using the above "game maker" - Alice - where you can drop in objects and configure their paramaters via drag and drop coding (drag in an if statment or a while loop). The tasks where to have the objects change shape or color or move around. No offense intended but Alice seemed like something more for grade school students and not college level.
Re: Void Destroyer - space sim project
Posted: Sun May 13, 2012 6:20 am
by Mind Calamity
chaosavy wrote:The college course went fine - what's sort of scary though - is how Java/programming is taught these days - at least at my University.
Its done via this:
http://www.alice.org/
The first 2 months or so were taught via using the above "game maker" - Alice - where you can drop in objects and configure their paramaters via drag and drop coding (drag in an if statment or a while loop). The tasks where to have the objects change shape or color or move around. No offense intended but Alice seemed like something more for grade school students and not college level.
Alice is the worst abomination of teaching - the worst way one can teach programming... Here in Macedonia I've seen Alice be used in primary/secondary schools (depending on your education system, basically 7-8 graders were using it), so no, it's not college level, but given that there are people who haven't studied programming extensively, or at all - I guess it's considered a good start for most people. That would be more like an introduction to algorithms and how stuff works in programming (all the loops and conditional statements and stuff), also it was quite broken the last time I worked with it, I don't know if it's better now.
Re: Void Destroyer - space sim project
Posted: Tue Jul 17, 2012 4:53 pm
by chaosavy
Iter 12 news in first post! Thanks!
Here's the latest vid of iter 12 changes:
[youtube]aZoyVhQAPNo[/youtube]
Re: Void Destroyer - space sim project
Posted: Wed Jul 18, 2012 12:31 am
by areay
Looking good chaosavy.
I like the command interface with it's waypointing, setFacing and partrol radius control.
Re: Void Destroyer - space sim project
Posted: Wed Jul 18, 2012 12:39 am
by Mind Calamity
areay wrote:Looking good chaosavy.
I like the command interface with it's waypointing, setFacing and partrol radius control.
Mind Calamity wrote:
Aeray is right!