This time we’re posting video showing the new space themes in The Last Stand. There will be three main themes, and all of them will have separate randomly generated elements in them unique to each theme. Also there will be a lot of additional smaller themes and locations for you to discover, also generated randomly each time you play.
In addition to theme implementation, you can see the first steps of our generator system, which is responsible for generating random asteroid fields in the video.
Last thing added are the visual effects, wrecks and new explosions.
Hey dear people! Today I’m posting new update video of The Last Stand’s gameplay. There are few new things in here such as new menu and overall gui, new effects and a lot of gameplay tweaks. Most important of all there is a lot of new music tracks and sounds. Enjoy!
As promised here comes new video from the Alpha version of The Last Stand. View it in shiny 1080p resolution. New things in this version:
Dynamic adaptive music, loads of new effects, all new ship models, new shaders, new ship type – the scout, fighter ships are coming now in few system configurations, HD and higher monitor resolution support. Endless universe – so you can fly wherever you want. And many many more.
Finally we’re here! After putting together some parts we have some playable version of The Last Stand. For now it’s all still in early prototype version so all the art assets are placeholders and will be changed before game comes out. The same goes for polishing AI behaviors and other things, but for now you can already get some feeling of how game will be played.
Stay tuned for the next video at the beginning of next month!
So after some time we’re finally bringing the game back together. This week all AI behaviours and “tech” I’ve been working on for the last month has been integrated into our TLS project and now I’m working on designing and coding all behaviors for the enemy spaceships. Each type of ship will be having it’s own set of tactics and also different configuration in terms of systems/weapons and it’s armor/durability/speed attributes.
For now I’m planning to create few types of ships: Repair Drones, Scouts, Fighters, Interceptors. Each of them will have different characteristics and configurations. Repair drones will follow and repair enemy’s ships (or your ship), scouts will be light and fast, but they won’t have any heavy weapons or shields, fighters will be the most armored type of ship, and Interceptors will have light armor, but high speed and heavy weapons on board.
Since work on The Last Stand is going pretty slowly (tho we’re making significant progress lately – unfortunately there isn’t much to show visually yet) I decided to make a new category here on the website to share our thoughts on interesting games that you guys should check out.
Today I’m presenting awesome Kickstarter campaign for Death Inc. Check it out and throw your money at them!
Since the Ludum Dare #25 results are up we’re really proud that our entry – Twisted Neighborhood was chosen by other participants to be #19. As well as getting into #5 in “fun” category, as well as #9 in “innovation”. Thank you so much !! It was great to participate and play all those awesome games. We’ll meet again on LD#26 in April !
For the last month or so the game went back to prototyping stage and I’ve been working on a modular ship fitting system. The idea is that each ship has set of systems that can be configured in a different ways, and those systems interact with each other.
Each system can be damaged or destroyed and you as a player will have to learn to play without it when it happens. In example your radar system can be damaged and then before it gets repaired(your ship repairs the most damaged system by default) it’s object detection range is being crippled. Same thing goes for the steering system, engines, shield, radio/communication, and weapon systems.
There are weapons that allow you to disable some systems in enemy’s ships to get temporary advantage (ion gun) but the same thing can happen to you. When the engine system is being destroyed your ship will blow up. The same thing goes for your enemies.
This weekend I decided to take a part in Ludum Dare Game Jam. The theme for this competition was “You are the villain”. The game I’ve done (with a bit of help from Piotr who bailed out like a sissy after few hours) is about controlling the twister cruising through the US suburbia.
The overall experience was great and I’m sure as hell to come back and contribute to the next Ludum Dare Jam in the next 3 months. I’ve learned tons during this weekend about making games and also got loads of positive energy from it.
We decided to integrate Wwise sound engine into The Last Stand. The reason behind it is to allow ourselves to have much greater control over audio in the game. We want music to be interactive and adapt to what is currently happening in the game and we decided to use high-end sound engine for it.
Right now I’m working on the integration and we’re testing it out with Arek. For now on we managed to successfully bypass default Unity’s Fmod sound system and use Wwise to play the music for the game. Now we need to figure out how to build the game for usage with Wwise authoring tool. Stay tuned for more details.