Phoenix Universe of Space Combat II

Community Forums/Showcase/Phoenix Universe of Space Combat II

Richard Betson(Posted 2014) [#1]
Project Main Site: http://www.phoenixusc.com
Project Message Board: http://www.phoenixusc.com/board/index.php
Google+: https://plus.google.com/u/0/b/102638684796408046432/102638684796408046432/posts
Facebook: https://www.facebook.com/PhoenixUniverseOfSpaceCombat
Twitter: https://twitter.com/PhoenixUSC
RSS: http://www.phoenixusc.com/board/syndication.php?fid=2&limit=15
IndieDB: http://www.indiedb.com/games/phoenix-universe-of-space-combat
SubSpace.co: http://www.subspace.co/forum/510-phoenix/

Latest video.



Richard Betson(Posted 2014) [#2]
Hi,

The old thread was a bit cluttered so I moved to here. :)




I am getting very close to my first 'Early' beta release. You can checkout the latest developments 'here' which includes images (just click on the attachment images to expand).

I really like the GUI system I wrote and I may make it publicly available down the road a bit. ;)


LineOf7s(Posted 2014) [#3]
That is really pretty. Knowing how Subspace/Continuum worked back in the day, I expect it moves very nicely too. When I'm not at work and remember, I should really look at a video. ;)

[edit] Watched video. Still very pretty. [/edit]


*(Posted 2014) [#4]
Incidentally Space Combat was the name idigicon gave to my laser squad game WarZone Lol

Great looking game by the way :)


Richard Betson(Posted 2014) [#5]
Hi,

Thanks guys. :) It does play very much like SubSpace which is important to SS community (many there call it SS II).

By the way this game is completely 2D and uses no pointers in the code which makes it portable to Monkey-X. In fact all of the code is aimed to port fairly easily (fingers crossed) to Monkey-X aside from the networking framework (BnetEX) which is going to be a challenge for Monkey-X.

The performance is better then I had hoped for and runs great on my lowly Emachines dual core with on-board video windowed or full screen (1366x768). This is in addition to it supporting a fully functional window based GUI system.

I really want to see what this does in Burcey's bmx-ng project as all of the code is native BlitzMAX.

Still a bit to do but so very close to my first early beta.

Off to code. ;)


skidracer(Posted 2014) [#6]
Superb!


Richard Betson(Posted 2014) [#7]


Hi,

This is the latest development video for PUSC. I made it for my followers and it shows how the interfaces work, ship design and lots more. A good snapshot of where I am development wise. I had to run this on the server (working on client code) so there are no explosions when ships are hit. Also this was recorded in HD while PUSC is running on my dual core on-board video system, very nice to see it handle that.

Currently working on the support frameworks for interfaces.

One thing of note to BltzMax coders is the GUI system. I want to make this GUI publicly available for Monkey X and BltzMax. ;) Be sure to catch the end of the video as it shows more GUI interfaces.

Rock on,


Richard Betson(Posted 2014) [#8]

Vimeo version - https://vimeo.com/107791053

Hi,

Added in weapon impact effects. :) Trying to get a limited early alpha demo out this month.


Richard Betson(Posted 2014) [#9]


Hi,

This is a video of what the alpha demo will look/play like. I will release a standalone alpha demo late November 2014. :D Beta is not far behind and is about 4-5 months from open beta.

Currently 18th on IndieDB, every time I post news there I zoom to the top of rankings so there is interest in this project. Stop by if you can.

- Rich -


Blitzplotter(Posted 2014) [#10]
I made it for my followers and it shows how the interfaces work, ship design and lots more.


I love your user interfaces Richard, it is great example of good design and implementation.

The sound track to your game really helps with the immersion. I like the physics and the impact FX you have implemented as well, I wish you well with your release, the quality within your game is a great example of what is achievable as an Indie. I'm glad its proving popular on IndieDB ;)


RemiD(Posted 2014) [#11]
Richard>>My thoughts :
I would try to add angular velocity to the ship when the player turns, it is more difficult to aim but it is also more immersive. But then the AI will be more difficult to code, this is not an easy task to reproduce a human behavior...

Also i would remove the ability for the bots to see you through walls... It looks weird.

Otherwise it looks good and fun, i like it.

Good luck for the next steps !


Richard Betson(Posted 2014) [#12]
Hi,

@RemiD
I will tweak the physics on the ships, I mention it in my IndieDB post. The physics were setup more for a Subspace configuration, Phoenix USC is inspired by Subspace. But, I am moving away from that and will be reaching a middle ground between immersion and user friendliness (easy to play). I can support lateral drift to the ships easily enough. Also there are several ships you can try each with their own physics, weapons and effects. So each ship has it's own flavor when it comes to movement/physics.

I would have to agree that if I can bots should bot be firing when behind walls. I think I can do this by using a switch part (map part), Switch map parts are unseen objects that when a ship passes over triggers the switch. So I should be able to setup a switch so that when the players ship enters an area it triggers a switch which activates the bots. I use these kind of switches for safe zones and entry/exit of upper/second level play.

For more on map making see these map editor videos:
https://www.youtube.com/watch?feature=player_embedded&v=He1mxgAiaHA
https://www.youtube.com/watch?feature=player_embedded&v=NlMMrcE5F5E

@Blitzplotter
Thanks. :) I plan to release the GUI I wrote for BlitzMax and Monkey. :) It uses no pointers, and should port over to Monkey no problem. In fact this whole project is written to port to Monkey.

I hope the demo does well as it was a lot of work to develop a game engine from scratch, keep it all 2D and develop an authoritative server that can handle fast action . :)

@all
The demo will be Windows based and should run on a single core system with on board video, or hopefully a better setup. It runs awesomely on my E-Machines duel core with on board video but also runs on my single core XP system.

The demo will also include an "in game" IRC gateway client. So you will be able to chat with other demo users while in game. It's all in a window based GUI and is easy to use. The beta client will use IRC chat as well as local server chat.

Rock on,


Richard Betson(Posted 2014) [#13]


Hi,

I have posted some ambient soundscape samples that I have developed for the alpha demo. You can checkout all three one minute samples here:
http://www.phoenixusc.com/board/showthread.php?tid=253&pid=1435#pid1435

Regards,


Mainsworthy(Posted 2014) [#14]
I like this game


Richard Betson(Posted 2014) [#15]


Hi,

I have posted a video of PUSC's new high detail, high resolution background effect. Achieved with a 5120x5120 image tiled into 256x256 images. Sweet. :)

Preview demo probably available first week in December.


*(Posted 2014) [#16]
That looks like fun, like robotron in space.

One thing jumped out whilst looking at the vid, asteroids etc looked solid when flying around but didn't stop shots etc. Playing this would make me wonder what's solid and what's not, could be a future headache in the making.

Amazing looking game though :)


Richard Betson(Posted 2014) [#17]
Thanks Edzup,

You are right and the largest of the asteroids will be collide'able (the really huge dark grey ones). It really was not an issue until I used the new background which changes visuals a bit.

Robotron...LOL digging in to the digital closet are we. :) It's inspired by Subspace/Continuum.

Anyway, I am working hard to get this looking and feeling as AAA as I can get. :D

- Rich -


*(Posted 2014) [#18]
You are right and the largest of the asteroids will be collide'able (the really huge dark grey ones). It really was not an issue until I used the new background which changes visuals a bit.

Ah OK that will be good :)


Robotron...LOL digging in to the digital closet are we. :) It's inspired by Subspace/Continuum.


Nah I remember most of the games I played over the years, this is not as good as it sounds as most games can be looked back over to early games lol


Anyway, I am working hard to get this looking and feeling as AAA as I can get. :D


It looks brilliant already :)


Richard Betson(Posted 2014) [#19]
Hi,

asteroids with collision, cause Edzup said so :p



This is an image of Phoenix USC's new asteroids with collision. The asteroids are in belts and spread out throughout the combat arena. Asteroids provide a place to hide and a place to fight. :)

My custom collision engine can wrap the irregular shapes of the asteroids allowing for weapons fire pass through points as well as niches to hide in.

All part of the standalone preview demo coming very soon.

- Rich -


*(Posted 2014) [#20]
Now that is a excellent addition csnt wait to try the demo :)


Richard Betson(Posted 2014) [#21]


And the extra awesome Edzup asteroid deluxe super happy mega addition video. :)

This video is a snapshot of Phoenix USC's progress on the up comping preview demo. It features all of the recent additions such as high detail background, new asteroids, new center mount weapon, new explosion effect and for the first time sound effects are featured. An awesome video demonstrating what the preview demo looks and plays like.

The game is really coming together and I am very pleased with the performance I am getting. This HD video was captured (windowed) while playing the preview demo on my E-Machines dual core with lowly on-board video (performance settings). Very respectable performance. :)


*(Posted 2014) [#22]
Looking good :)


Richard Betson(Posted 2014) [#23]


Hi,

This is a video of Phoenix USC's new map design with a really big base. The big base features two levels of game play with simultaneous game play on both a lower level and a second upper level. Using ramps and large fighting areas upper levels have a grate floor that allows a view of fighting below and when on the lower level a view of fighting above. This allows for some awesome heads up game play, especially in an online setting.

I have also added one extra level to the map framework to accommodate overhead features on the second level of play. Although I am using it now for shadows and overhead map objects I could technically add a third level of play down the road. :) The design of the map makes use of Phoenix USC's map framework which is capable of supporting even larger maps and allows for a flexible system of map building. The Phoenix USC map editor was used to build and construct the entire map including map parts and their collision (aside for the image).

I have also updated many of the effects adding lighted weapons fire and adding a separate enemy explosion effect. I have also added lighting to many areas of the map both overhead and under lighting.

You can see images of the new map and progress here at IndieDB:
http://www.indiedb.com/games/phoenix-universe-of-space-combat/images

Rock on,


Wiebo(Posted 2014) [#24]
Shaping up really nice Richard!!


RemiD(Posted 2014) [#25]
This looks good enough and fun. I like it :)

What is still weird imo is the ability of the bots to see through walls/obstacles and to shoot at the player...

Also i would add parts of ships which are spread when a ship explodes and which can be used to repair/improve the ship of player.

good luck for the next steps !


Richard Betson(Posted 2014) [#26]


Hi,

This is a video update of the Phoenix USC preview demo featuring a new ship interface. This ship selection interface lets you choose from five preview demo ships. I also take ships Star Jag and Star Eagle - Gold for a little test drive.

- Rich -


Richard Betson(Posted 2015) [#27]



Demo release date:
February 21st 2015

A standalone demo that will let you test drive the game engine and get a feel for the online play experience. You will be able to battle with up to 300 bots in an arena space combat setting. My custom built GUI makes it easy to navigate options and settings. You will also be able to chat with other users using the demo via the global chat IRC in game client.

See you on the 21st :)


Richard Betson(Posted 2015) [#28]
Hi,

I will be releasing my preview demo of Phoenix USC this Saturday (2-21-15). You can get a look at what it looks like here:
https://www.facebook.com/PhoenixUniverseOfSpaceCombat

I will also start a new thread here just for the demo. I have to say after two years of research and development, building a game engine and website it is a good feeling to finally be releasing a demo. :)

Rock on,


Why0Why(Posted 2015) [#29]
Congrats! Looks great.


Xilvan(Posted 2015) [#30]
Absolutely beautiful!

This Spatial game is fantastic...