How about a swarm of Fast-Attack Fighter-Craft launching a coordinated assault against large enemy warship, striking from all directions to overwhelm its defenses, this isn't the final AI attack mode, it can be improved later : )
Zzzz Zzzz Zzzz ๐ด
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First, I'll wrangle those ๐๐ผ๐ฟ๐ฒ ๐๐ฎ๐บ๐ฒ ๐ ๐ฒ๐ฐ๐ต๐ฎ๐ป๐ถ๐ฐ๐ and wrestle the ๐ ๐ฒ๐ป๐ ๐ฆ๐๐๐๐ฒ๐บ into shape, Once thatโs behaving, unleash the epicness with ๐๐ฎ๐บ๐ฝ๐ฎ๐ถ๐ด๐ป ๐๐ฐ๐๐ and a ๐ฆ๐๐ผ๐ฟ๐ that makes players Laugh, Cry, or Question our very life existence ๐
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Here's a higher-quality video that also demonstrates switching between ๐ช๐ถ๐ป๐ฑ๐ผ๐๐ฒ๐ฑ and ๐๐๐น๐น๐๐ฐ๐ฟ๐ฒ๐ฒ๐ป modes by pressing ALT+ENTER : )
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youtu.be/I042_nTzyZA
Minor progress, focusing on unit selection and refining the UX. Need to solidify the core game mechanics and user experience before shifting attention to visuals or polish. Gameplay feeling right first, eye candy can come later : )
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No video fidz for today, as I'm currently focused on the UI and user interaction. Smooth user interaction is crucial for my game, I'm dedicating time to hope that core controls feel responsive and easy to use...
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#UX #UI #GUI #PixelArt
#Godot #VideoGames #SpaceRTS
Here's a more elaborate user-friendly navigation system in open space. It features intuitive ๐ ๐ผ๐๐ฒ๐บ๐ฒ๐ป๐ ๐ถ๐ฐ๐ผ๐ป that indicate both the ๐๐น๐๐ถ๐๐๐ฑ๐ฒ ๐น๐ฒ๐๐ฒ๐น and the ๐๐ถ๐๐๐ฎ๐ป๐ฐ๐ฒ ๐๐ผ ๐๐ต๐ฒ ๐๐ฎ๐ฟ๐ด๐ฒ๐ ๐ฝ๐ผ๐๐ถ๐๐ถ๐ผ๐ป, making maneuvering in 3D space easier and more precise.
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#Godot #VideoGames #SpaceRTS
Navigating in space is challenging, especially when it's unclear what altitude you're at. To make things easier, my game introduces a clear navigation system. Space is divided into three distinct altitude levels: Upper,Middle and Lower...
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#Godot #VideoGames #SpaceRTS
Progress has been slow on my game lately; the last two nights have mostly been spent wrestling with the tedious task of designing the 2D GUI and addressing other issues, GUI images not final : D
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WIP Grappling with real-time procedurally auto-generated ๐ฆ๐ฝ๐ถ๐ฟ๐ฎ๐น ๐๐๐๐ฎ๐ฐ๐ธ ๐ฃ๐ฎ๐๐ต๐ from my previous post : D including ๐ฆ๐บ๐ผ๐ผ๐๐ต๐ฒ๐ฑ ๐๐ฒ๐๐ถ๐ฒ๐ฟ ๐๐๐ฟ๐๐ฒ๐ predefined segments and automatic findings of the ๐๐ฒ๐๐ ๐๐ผ๐ป๐๐ผ๐๐ฟ ๐ฃ๐ผ๐๐ถ๐๐ถ๐ผ๐ป between points.
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Not much went on last night, just spent some time fixing those pesky artifacts of Sunbeams/Crepuscular/God Ray or whatever you call it :) that were showing up on transparent materials.
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Rendering real-time engine thrust particles is computationally expensive (ToT) I tried to optimize performance, especially at far distances by faking the particles with just quad ๐
, but it seamless and did the trick really : D
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๐๐ฒ๐บ๐ถ๐ป๐ฎ ๐๐ฟ๐๐ถ๐๐ฒ๐ฟ-๐ฐ๐น๐ฎ๐๐ ๐๐ต๐ถ๐ฝ
๐ฃ๐ฟ๐ถ๐บ๐ฎ๐ฟ๐ ๐ช๐ฒ๐ฎ๐ฝ๐ผ๐ป๐ฟ๐ : Top and Bottom Heavy Gun Turret
Type : Triple Fusion-Plasma Cannons
Output : 4.5 TW per shot
Traverse: 300ยฐ, elevation -90ยฐ to +15ยฐ
Purpose : Planet-side assault / anti-capital ship
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#Godot #Gaming #SpaceRTS
The Gemina Cruiser-class ship is a mid-to-heavy class starship, typically designed for both tactical versatility and long-range assault and shes ready to rumble! ๐๐ฅ๐
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We check out Stellar Warfare, a #SpaceRTS passion project in #EarlyAccess . #Twitch stream starts at 3:15 PM PHT (UTC+8/Manila Time) on twitch.tv/kurix_tooper. Let's check this RTS made by a solo dev, Tense Games. #RTS #SpaceThemed #SpaceBattles #PNGtuber #vtuber #filipino
Our UI for Nullspace has come a long way! A lot of tweaks over the months but I think we have it locked in ๐
Let us know if you guys agree!
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Control your ships in tactical or command mode โ we've got you covered!
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Okay last bit of indulgence into my space RTS thing, before going back to Keep It Running: Together :)
Environment is rendered separately, so things appear much bigger than they are.
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Had a bit of a play with my concept for "Draconian Empire: Scavengers", a standalone version of the Homeworld 2 mod I made back in 2012-2014. Gotta scavenge parts and make your own custom ships.
Here's the ModDB page for the mod: www.moddb.com/mods/draconi...
#godotengine #spaceRTS #homeworld2