Centauri Sector - Tactical Shooter(Steam Greenlight)

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  • Hi Guys,

    Centauri Sector is now in Alpha 1 and has been released as early access. You can try the demo, vote for us on Steam Greenlight and even support the development by buying the Alpha 1 and get access to the latest full build.

    VIDEO:

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    Features:

    • Pilot your flag ship in a top down 2d combat.
    • While in combat manage your shields, power, weapons capacitor and more.
    • Engage in advanced tactical combat by forming your own fleet and issuing commands to destroy your enemies.
    • Gain new active and passive skills and bonuses by climbing through the ranks.
    • Equip your ships with a wide variety of modules and guns.
    • Engage in a dynamic war powered by a turn based dynamic campaign that doesn't always plays the same.

    Screens:

    Site: http://lw-games.com

  • Looks great! Kills me it is so similar to the game I'm developing and is further along, but that's life I think most space games tend to draw on the same formulaes though. I'd love to test it. Does this draw inspiration from games like star force gemini and FTL?

  • Looks great! Kills me it is so similar to the game I'm developing and is further along, but that's life I think most space games tend to draw on the same formulaes though. I'd love to test it. Does this draw inspiration from games like star force gemini and FTL?

    FTL is inspired by older games from Amiga, Star Force Gemini is inspired by Freelancer, my game is inspired from a lot of games i played during the years, like Freelancer, Space Rangers 2, Star Wolfs and so on. They are many similar games in development or released, but they are not the way i like it, and i am sure i will bring something new or unique with it, so i dont see a problem:)

    As for your project, i played it a little, similar to Space Nomad, another C2 project, but its mostly for mobile, could work on PC but you will be flamed by PC users, since they aim for more complexity and challenge in their games, but now it depends on what you do in time, maybe some interesting combat, you know better.

  • Oh yeah, there is literally nothing done in my game but the dialog and initial graphics. The battle system will be every bit as complex as most space games (targeting rooms, starving ships of oxygen, trying to puncture shields, etc). Basically FTL with real time movement, or star force gemini top down. It will have it's own unique twists as well as I plan on making it very dialog heavy and RPGish.

    I saw space nomad, and it is also equally impressive from what I saw, I should probably pick up a copy. Thing is, I'd probably enjoy your game too I don't have the time resources to work on my stuff full time unfortunately, and I'm not an artist, so 90% of the art has been outsourced so far. If you've done all of this one your own, it's very impressive, especially such a short time!

  • Oh yeah, there is literally nothing done in my game but the dialog and initial graphics. The battle system will be every bit as complex as most space games (targeting rooms, starving ships of oxygen, trying to puncture shields, etc). Basically FTL with real time movement, or star force gemini top down. It will have it's own unique twists as well as I plan on making it very dialog heavy and RPGish.

    I saw space nomad, and it is also equally impressive from what I saw, I should probably pick up a copy. Thing is, I'd probably enjoy your game too I don't have the time resources to work on my stuff full time unfortunately, and I'm not an artist, so 90% of the art has been outsourced so far. If you've done all of this one your own, it's very impressive, especially such a short time!

    Thanks for the kinds words. 60% of the graphics is bought, the rest i did it, but i am working full time on this. As for your project i like the way it sounds, build it and they will come:)

  • lwgames thanks! Looking forward to seeing your game!

  • Lol guys it's Star Nomad actually...

    I'm amazed that there are a few people work on the same sub-genre, I think so far in C2 this sub-genre has the most attempt by c2 community, in the complex mechanic category. To be honest, I tried create a space-based game months back but stopped doing it because I'm running out of idea to make it different, it felt bloody similar to star nomad.

    Anyway I have plans to restart in this sub-genre, probably as a long term side project, with MP awesomesauce maybe next year.

    I love this sub-genre, so I'll be watching you guys.

  • Lol guys it's Star Nomad actually...

    I'm amazed that there are a few people work on the same sub-genre, I think so far in C2 this sub-genre has the most attempt by c2 community, in the complex mechanic category. To be honest, I tried create a space-based game months back but stopped doing it because I'm running out of idea to make it different, it felt bloody similar to star nomad.

    Anyway I have plans to restart in this sub-genre, probably as a long term side project, with MP awesomesauce maybe next year.

    I love this sub-genre, so I'll be watching you guys.

    its not actually, but its similar in some ways. Like its a space game, top down, and you can customize your ship, there ends the comparison. Nomad mechanics are very simple, basic, but it works for a mobile game. I like the particle effects / explosions. For one man game, it seems that it has a lot of content, but production value and mechanics are very simple, tho for mobile is pretty good.

    This sub genre is popular for devs like me, because it requires less graphic assets than usual, since you don't need many custom animations, so i guess that's why many choose a top down space game, action based or tactical. I could go with a turn based full, but this project is 50/50:)

  • thread updated, check the first post for video, demo and more.

  • Looking great so far lwgames

    I like your implementation of squad control and assigning targets. Was it complex to code with C2's event system?

    Also your fighter movement is just great, ie. they are always on the move, orbiting etc. Really nicely done.

    Keep up the great work and let's hope we'll both (I'm doing SN2 now, designed for PC first!) be able to craft something very respectable for this genre!

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  • yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)

  • yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)

    Definitely if one set out to design a cross-platform mobile game, it really limits what you can do creatively, not just in terms of graphics but in terms of actual features due to the small screen size and lack of mouse/keyboard. But importantly, a lot of complex features that require a lot of AI cycles would really hurt Android mobiles particularly. Luckily with iOS8 we can pretty much don't worry about these things and go full PC-quality on Apple devices!

    You have a good foundation so far with all the features required for a great space combat game. Now you just need to polish and more polish! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    For ship trails, I suggest a simple 50% opacity outer-glow square. I use 32 x 32 pixel (resized to 48w x 32h in-game). Add Fade behavior, set 1-2s fadeout. Then on your ship, check if they are moving, if so, spawn the trail (I find I only need it every 0.05s and not every tic, ie. 20 trail sprites per second spawned instead of 60).

    It looks like a proper space ship trail like in most 3d games:

    Subscribe to Construct videos now
  • >

    >

    > yeah i watched your game with pleasure, since i love space games, and i really love what you did there, lovely effect and gameplay. I dont like mobiles, it limits my design.

    >

    > the implementation was quite challenging ans many things i did in this Alpha. Persistent active map, complex inventory, squad orders, minimap, tact map, etc. It was quite fun and thank god for C2, otherwise it would take a lot more time to code this in Unity, since i am doing all of this alone, fulltime.

    >

    > yeah, at first i was using some nice particles for thrusters, but due to custom movement, it didnt work properly, i will develop something in time.

    >

    > Keep up the good work and thanks for the kind words. (voted on Greenlight, sorry i forgot to do this earlier:)

    >

    Definitely if one set out to design a cross-platform mobile game, it really limits what you can do creatively, not just in terms of graphics but in terms of actual features due to the small screen size and lack of mouse/keyboard. But importantly, a lot of complex features that require a lot of AI cycles would really hurt Android mobiles particularly. Luckily with iOS8 we can pretty much don't worry about these things and go full PC-quality on Apple devices!

    You have a good foundation so far with all the features required for a great space combat game. Now you just need to polish and more polish! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    For ship trails, I suggest a simple 50% opacity outer-glow square. I use 32 x 32 pixel (resized to 48w x 32h in-game). Add Fade behavior, set 1-2s fadeout. Then on your ship, check if they are moving, if so, spawn the trail (I find I only need it every 0.05s and not every tic, ie. 20 trail sprites per second spawned instead of 60).

    It looks like a proper space ship trail like in most 3d games:

    Subscribe to Construct videos now

    Yeah that could combine with something i have in mind, ill let you know when i finish it.

    As for the game, things will get more complex then are now, but of course polish and polish, but i am still in Alpha 1. From Alpha 2, things will get quite interesting, dynamic full out war, ground combat, multiple fleets.

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