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Solar Battles Progress (Screenshots)

by James Laker (BurNinG) · 10/11/2007 (12:51 pm) · 23 comments

burningza.googlepages.com/SolarbattlesBanner1.jpg
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.
burningza.googlepages.com/targetting.jpg
- Commander map changes to allow Capture points and spawn at those points when your team captured them.

This was the results of the commandermap:
burningza.googlepages.com/Commander_hud_screenshot.jpg
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:
burningza.googlepages.com/Sniper_lod.jpg
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):
burningza.googlepages.com/screenshot_48.jpg
And here's a screenshot with the latest GUI design (not all working though but implementing it now, and fixing old bugs):
burningza.googlepages.com/screenshot_74.JPG
And another one I think looks sweet:
burningza.googlepages.com/screenshot_90.JPG
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 :)
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#1
10/11/2007 (1:14 pm)
Yessss! Looks great!!! :-)
#2
10/11/2007 (1:14 pm)
Looks cool!
#3
10/11/2007 (1:20 pm)
Man that looks awesome... although I will admit I am sad to the 3rd dimension get added. What happen to your 2D look and feel why did you change? Amazing work from a one man team... good stuff.
#4
10/11/2007 (1:25 pm)
Hey Donald, havent seen you around in aaaaages... The 2D version just didn't feel right. I'm trying to start something that will allow me to follow my dream of doing this for a living. And I feel that a 2D version just wont grab enough attention to make that dream come true. Maybe as a side project one day... I still have the backups... and as you can see it's the same ships... Just prettier with shaders and all... ;)
#5
10/11/2007 (1:50 pm)
It looks really good can't really complain about that at all. As for not being around latley I have been busy. After having the second child 2 mos ago I havent had much time. Other than I have start consulting for some video games company and I am trying to focus on that. I have a prototype I am working on TGB right now that is a 2d space combat game.I am looking to get something on WiiWare platform so we will see how far this dream goes. Not sure if I want to document it much on the .plans just in case it fails :) The other game I was working on along with the partnerships I form discolved but i learn quite a bit from it. Hopefully I should be able to get started here soon.
#6
10/11/2007 (3:27 pm)
Awesome! Never enough space shooters IMO. Keep it up.
#7
10/11/2007 (11:38 pm)
Great work James! Great to see how it progressed from what you showed us at our meet up.
#8
10/12/2007 (1:12 am)
Its looking really good.
#9
10/12/2007 (3:22 am)
looks awesome.love space games.
#10
10/12/2007 (4:28 am)
Awesome work James! Go the South Africans!
#11
10/12/2007 (7:04 am)
Very nice!
#12
10/12/2007 (7:24 am)
Indeed, I agree with all of the posters here; This game looks fantastic! And you've done an amazing job as a one-man team. Congrats!
#13
10/12/2007 (8:10 am)
Love the graphics, last pic is awsome
#14
10/13/2007 (7:31 am)
Lovely.
#15
10/14/2007 (6:41 am)
Getting ready for the pre-demo test tonight. I thought I'll quickly post another screeny

burningza.googlepages.com/screenshot_170.jpg
#16
10/14/2007 (7:13 am)
Looking good... how many players can join one battle?
#17
10/14/2007 (7:18 am)
Thanx..

32 players. That's how far up I tested with bots. Will have to see about human players, but the 32 is planned.
#18
10/14/2007 (9:43 am)
I smell Instant Action all over this. Any customization in the ships.
#19
10/14/2007 (9:55 am)
The game is aimed to be all about action. Which I believe puts it aside from the normal Space Sim. There's no travelling to distant place that takes hours. No money, no trading... You fight.

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.
#20
10/14/2007 (10:24 am)
Are you going to approach GG about InstantAction.com? The reason I started following you is I had a similar idea but for 2d space. Got the Game Design Doc written up and all. I plan on visiting with a local game studio here in Austin and have them build it for me.
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