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Solar Battles Progress (Screenshots)
Solar Battles Progress (Screenshots)
| Name: | James Laker (BurNinG) | ![]() |
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| Date Posted: | Oct 11, 2007 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for James Laker (BurNinG) |
Blog post

Haven't blog in a while, since I never felt ready yet with the progress of Solar Battles. But since my progress has been stellar, to say the least. I felt I would show a screenshot or 2 of what is waiting around the corner.
First some progress and how I approach(ed) things.
Being only one person working on this (and being a programmer), I decided to first implement the basic art I bought. Start working on the features. While planning the game I decided that I would need the following things, before I start working on the Art side of things:
- Velocity hud (Showing your speed or a Targets Speed)
- More advanced Health/Energy gui with things like bitmaps, rotation, target health/energy, etc.
- Range hud (display your Radar/Targetting Range) which was simple
- Distance hud, to show you how far you are from your target.
- Updated fxShapeReplicator (which is a resource that needed to work in TGEA)
- Targetting hud, Have a target reticule (hope thats the correct term) on them.

- Commander map changes to allow Capture points and spawn at those points when your team captured them.
This was the results of the commandermap:

Just take note that the art has changed, (even in some screenshots below).
Now these things might not sound like a lot of work, but those weren't the only things. Stuff like LOD's needed to be done on ship. Backgrounds, Stars (which was a b1tch an still not 100% they way I'd like them to be), fixes to TGEA 1.0. It all adds up. I later had to port everything over to TGEA 1.0.2 with the awesome FGE pack by my friend Martin Schultz
Here is what the LODs look like for comparison, and this had to be done for 13 ships:

Being a programmer, I've always struggled with content. And I mean everything; from Models to music. But now that I have met up with a friend from Cape Town, it was quite a coincedence that he creates ambient music as a hobby. After listening to some of his tracks, it was obvious that I have found the perfect person to work with on Solar Battles, being a space game.
By now you'er probably wondering what the game looks like... If you're still interested go have a look at what it once was. A friend of mine and I was just thinking of how far I came in the past months since I started. Take a look at the screenshots at my MyDreamRPG Contest entry.
So here's a pic from a while back (still with FGE noticable):

And here's a screenshot with the latest GUI design (not all working though but implementing it now, and fixing old bugs):
And another one I think looks sweet:
The website will be up shortly, describing more about the game and ship roles/classes. There's a temporary forum up at www.solarbattles.net with some more images of ships. It hasnt't been made public, since it's going to be taken down and changed soon, but you can still go have a look if you're interested.
I'm planning on a beta demo in November to gather feedback, general impressions and maybe a competition. So watch this space!
Comments would be nice :)
Recent Blog Posts
| List: | 12/10/07 - Solar Battles Update (Video & Screenshots) 10/11/07 - Solar Battles Progress (Screenshots) 07/31/06 - Space Game Progress 05/05/06 - Futher development on Space Sim (screenshots) 04/24/06 - Space Sim, Content Discussion and Resource Updates (Screenshot) 02/21/05 - Plan for Burning 12/10/04 - Plan for Burning 09/20/04 - Plan for Burning |
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Submit your own resources!| Martin Schultz (Oct 11, 2007 at 20:14 GMT) Resource Rating: 5 |
| Tom Eastman (Eastbeast314) (Oct 11, 2007 at 20:14 GMT) |
| Donald \"Yadot\" Harris (Oct 11, 2007 at 20:20 GMT) |
| James Laker (BurNinG) (Oct 11, 2007 at 20:25 GMT) |
| Donald \"Yadot\" Harris (Oct 11, 2007 at 20:50 GMT) |
| Andy Hawkins (Oct 11, 2007 at 22:27 GMT) |
| CDK (Oct 12, 2007 at 06:38 GMT) |
| Leslie Young (Oct 12, 2007 at 08:12 GMT) |
| Ian Roach (Oct 12, 2007 at 10:22 GMT) |
| Gareth Fouche (Oct 12, 2007 at 11:28 GMT) |
| mb (Oct 12, 2007 at 14:04 GMT) |
| John Rockefeller (Oct 12, 2007 at 14:24 GMT) |
| ando (Oct 12, 2007 at 15:10 GMT) |
| Stefan Lundmark (Oct 13, 2007 at 14:31 GMT) Resource Rating: 5 |
| James Laker (BurNinG) (Oct 14, 2007 at 13:41 GMT) |

| Donald \"Yadot\" Harris (Oct 14, 2007 at 14:13 GMT) |
| James Laker (BurNinG) (Oct 14, 2007 at 14:18 GMT) |
32 players. That's how far up I tested with bots. Will have to see about human players, but the 32 is planned.
| Donald \"Yadot\" Harris (Oct 14, 2007 at 16:43 GMT) |
| James Laker (BurNinG) (Oct 14, 2007 at 16:55 GMT) |
The ships will be classed based. So no customization. You choose the ship that is right for you, and complement your style of play.
Think Team Fortress when thinking class-based.
| Donald \"Yadot\" Harris (Oct 14, 2007 at 17:24 GMT) |
| James Laker (BurNinG) (Oct 14, 2007 at 17:35 GMT) |
Being 1 person things take time, I guess... I want something solid, tested and tried. Dont want to jump the gun here. My feeling would be that with a more solid product I will get better feedback/advise from them.
And the GG staff is probably a bit tired after IGC ;)
| Cyberkada (Nov 04, 2007 at 11:49 GMT) |
| James Laker (BurNinG) (Dec 11, 2007 at 07:45 GMT) |
The distance is a simple guiDistanceHud I created, and yes, I'm using the guiObjectView.
Edited on Dec 11, 2007 07:45 GMT
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