Page 3 of 3
Re: Void Destroyer - space sim project
Posted: Wed Jul 18, 2012 1:13 am
by duststorm
It's looking very nice

Re: Void Destroyer - space sim project
Posted: Wed Jul 18, 2012 4:13 am
by chaosavy
thanks all

Re: Void Destroyer - space sim project
Posted: Fri Oct 26, 2012 2:10 pm
by chaosavy
Updated first post with Iter 13 info:
Hey guys, iteration 13 has been released!
Iteration 13 added a few things: weapon recoils, debris, gate travel, enhanced ship changing and other features, enhancements and bug fixes on our way to Beta.
Check out the change log for details:
http://www.voiddestroyer.com/forums/vie ... ?f=7&t=387
Also a new video is here highlighting the changes:
[youtube]qR4k4xo6QlQ[/youtube]
Iteration 13 is avaiable on the main site:
http://www.voiddestroyer.com
Hope you enjoy and thanks for checking it out!
Re: Void Destroyer - space sim project
Posted: Sun Oct 28, 2012 9:40 am
by areay
Wow, that's looking really nice chaosavy. The opening scenes make it look a bit like a bullet-hell game
Question; In the RTS segments (at point 1:10 in the vid) at the bottom of the screen you have some GUI tabs. What is their purpose? Is that to quickly select 'control groups' of ships? Is that implemented as a CEGUI 'tabcontrol' ??
The big gun (at 1:55 in the vid) is choice, I'm not sure I've seen anything like that in a space RTS, it's like rag-dolls in space

How do you explain away the 'equal and opposite reaction' of the force of the gun? Do the engines of the firing ship automatically fire for a short period to offset the recoil?
I would play the alpha but I'm on Linux

Re: Void Destroyer - space sim project
Posted: Sun Oct 28, 2012 3:28 pm
by chaosavy
Thanks!
Bullet hell - yeah the way I arranged that initial fight (via the built in "battle editor") was having the ships too close to eachother so they all opened fire before they started maneuvering away/around etc so initially its Bullet hell but technically in game that wouldn't normally happen (unless the player arranged it that way) because the firing ranges are greater than those, but either way there does tend to be a lot of bullets flying.
The bottom of the screen has "groups" 1 2 3 etc, so you select a bunch of ships then designate them as a group (CTRL + the group number) then you can quickly select them by pressing that number or look at them by pressing that number twice. Its not a tab control, but simple CEGUI buttons.
It does push back the firing ship - its hard/impossible to see because there's nothing around for reference
In this vid:
[youtube]iftMqmcSFWk[/youtube]
at around 55 secs you can see that the firing ship gets pushed back. The push back value isn't procedural - its hard coded per weapon (via .xml files that can be modded by the player) not actual "real" value, so its whatever value I deem that feels right. The impact push will probably be toned down a bit, in its current state its neat to have it in vids though

The ships' engines immediatly fire to compensate since the ship is set to be at a "dead stop" so the ship stops fairly soon afterwards, its a balancing act between - can I fly it and is it fun etc.
Hopefully one day it will be on Linux - after all what else am I going to do once its "released"?
Re: Void Destroyer - space sim project
Posted: Sat Dec 29, 2012 7:05 pm
by chaosavy
I've updated the first post with news of iteration 14 -- here it is below --
Iteration 14 has been released. In iteration 14's video I've included sound since it surpassed the "cringe" of placeholder sounds, still a lot of work to do - but its heading in the overall goal
[youtube]5JefyJU8SPs[/youtube]
Also here is a newer screen shots:

There are a few more screen shots and videos on the site's media page
Re: Void Destroyer - space sim project
Posted: Tue Apr 16, 2013 3:09 am
by chaosavy
Hey guys, been working hard and here is iteration 15!
Iteration 15 added ship radar, HUD/GUI overhaul, asteroid mining, cutscenes, story/missions and dialog as well as other improvements.
Iteration 15 is the precursor to iteration 16 which is to follow soon (around a month).
Iteration 16 will be very important to the project as that will be the iteration for a Steam Greenlight and potential Kickstarter demo.
Due to the new story elements and impending iter 16 and its importance I'd very much appreciate any/all feedback on the current state of the project. Especially on the new "story mode"
For example:
Is it too hard?
Is it too easy?
How long did it take you to complete?
Any odd things?
Any things that stopped you?
A new video is avaiable showing the changes:
[youtube]TlSVAigeYc8[/youtube]
Here's the change log for iter 15:
http://www.voiddestroyer.com/forums/vie ... ?f=7&t=396
I've updated the media page with some new screen shots:
http://voiddestroyer.com/media.html
Here's a screen shot of the new command ship:
Iteration 15 is available on the main site:
http://www.voiddestroyer.com
thanks for reading!
------
Re: Void Destroyer - space sim project
Posted: Tue Apr 16, 2013 8:07 pm
by bstone
The visuals are super cool. Great job!
Re: Void Destroyer - space sim project
Posted: Wed Apr 17, 2013 9:20 am
by mkultra333
Looks really good. Nice graphics and style, and professional.
Re: Void Destroyer - space sim project
Posted: Wed Apr 17, 2013 9:25 am
by jacmoe
I am used to seeing great things in the Showcase forum..
However, this is REALLY great!
Slick!
I want it.
Quite an improvement over the first posts.

Re: Void Destroyer - space sim project
Posted: Wed Apr 17, 2013 2:23 pm
by chaosavy
Thanks all.
Re: Void Destroyer - space sim project
Posted: Thu Apr 18, 2013 4:06 pm
by Nodrev
Very good job, nice looking and polished!
Re: Void Destroyer - space sim project
Posted: Thu Apr 18, 2013 11:18 pm
by alexiusnexus
really professional!