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Alpha One [devlog]

  • Hey everyone, here's what I'm working on. It needs a lot more polish, but I'm still working on game mechanics and testing. I'm starting an alpha build soon. Let me know if you are interested and what you think so far. Thanks!

    ALPHA ONE

    -Asteroids style shooter, shoot rocks, pickup resources/ammo

    -Open world travel system

    -Discover new tech and upgrade/load-out your ship

    -Craft your ammo from different collected resources

    -Find and defeat the enemy base before you lose your Stations

    Alpha One is a 2D top-down space shooter rogue-LITE. You pilot a spacecraft, shooting rocks with a 'mining tool' to gather resources and upgrade your ship. Each new game the player utilizes a randomized "galactic map" creating an open-world where the player can travel to different areas at any time. As the story unfolds, the player discovers strange asteroids orbiting Alpha Station. The player must defend the station and invent new technologies to save the day!

    Steam concept page: http://steamcommunity.com/sharedfiles/filedetails/?id=642927367

    Trailer #1:

  • Looks cool! I liked the mini rocket explosion very much and the charging laser!

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  • Looks cool! I liked the mini rocket explosion very much and the charging laser!

    Thanks! I wish the game mechanics were finished so I could concentrate more on 'polish'... I'm not an artist so it's always a challenge when getting the word out with screen-shots etc.. There's a lot of place holder art currently in there..

  • Glad to see you are still making steady progress. I know you've been working on it for a while now. Looks good so far!

  • thanks DrewMelton! I couldn't have got this far without you!

    yeah it's taking forever which is why I'm setting the goal for the end of this year. I could easily work on this for another 3 years.. seriously...

  • Thanks SirPumpAction you gave me some ideas (at least put me on the right track) on how to achieve this... (3D rotation).. although I wish it was as efficient as your method...

  • Holy moly this looks good. Love the 3d effects.

  • Holy moly this looks good. Love the 3d effects.

    thanks! a lot of the sprites are actual 3D models that are animated as separate frames then imported into C2.

  • It looks like you are getting a good handle on 3d. The player ship looks nice in rotating 3d. It must have been tricky since our initial model design was only meant to be viewed from the front.

  • It looks like you are getting a good handle on 3d. The player ship looks nice in rotating 3d. It must have been tricky since our initial model design was only meant to be viewed from the front.

    haha.. yes I had to learn how to make Modo's FBX play nice with Blender.. wasn't easy.. this is just a temporary version just to see what it looks like.. for now it's just a copy of the front without all the details.. I added a few quick details, but it needs more. Actually its interesting to do it quick and dirty like that because you realize how much the small details don't matter.. so it might help me to keep it like this for a bit (is what I was thinking).

  • It looks like you are getting a good handle on 3d.

    thanks..the existing problem I haven't looked into yet is how to draw damage on the ship... I think I'll most likely make a 1:1 animation of the damage only and place it on top of the ship animated sprite.

  • Yeah, with everything needing to be pre-rendered, if you want something to look different, the only choices I can think of are to create a separate render of the ship and replace it when needed, or to add something on top of the ship that is programmed to the same angle/rotation and just show/hide it as needed.

    Alternatively, you could do like in Doom and have a portrait of the ship that appears on the HUD that looks increasingly more damaged as the ships health goes down. Possibly combined with particle effects on the actual ship for smoke or sparks.

  • add something on top of the ship that is programmed to the same angle/rotation and just show/hide it as needed.

    yes this is what I was talking about. And if the damage is only on one side I would just use empty frames for when that part of the ship is rotated away from the camera.

    Alternatively, you could do like in Doom and have a portrait of the ship that appears on the HUD that looks increasingly more damaged as the ships health goes down. Possibly combined with particle effects on the actual ship for smoke or sparks.

    this could be a smart alternative.. good idea..thanks..

  • Actually its interesting to do it quick and dirty like that because you realize how much the small details don't matter.. so it might help me to keep it like this for a bit (is what I was thinking).

    I guess I missed your first response. It seems it got pushed back to page 1 while I was reading page 2. Anyway, here are my thoughts.

    One of my favorite quotes:

    Antoine de Saint-Exupery: "Perfection is Achieved Not When There Is Nothing More to Add, But When There Is Nothing Left to Take Away"

    I always evaluate whether or not the details I add are actually helping the design to look the way I want, or if it was better without it.

    I think your ships looks good, so if you do add anything, make sure it actually benefits the design. This is sometimes tricky, so give it time.

  • Antoine de Saint-Exupery: "Perfection is Achieved Not When There Is Nothing More to Add, But When There Is Nothing Left to Take Away"

    now that is a quote to live by!

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