posted by Howard Day (Artist/Designer)
on 10/2/2014
Finished the missile locking system and the Power management systems! Here you can see me quickly locking onto a Dfhertas and ripping off a Phoenix heatseeker. Just before it hits, I manage to lock on and fire a Cyclops Image Recognition missile as well.

Here's a breakdown of how each power system works. Low is 25% power, high is 100%. Unpowered is < 25%.

Shields: Low 50% recharge rate, high 150%. Unpowered, shields drain.

Guns: Low 25% recharge rate, high 175%. Unpowered, gun capacitors drain.

Engines: Low 66% speed on regular and afterburner, high 133% + 150% fuel consumption. 200% consumption on Afterburner! Unpowered, afterburners are disabled and fuel consumption goes up.

Now I have to add Top/Bottom armor displays to all the cockpit status displays. Then I'll be working on further damage modelling for individual components.


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posted by Howard Day (Artist/Designer)
on 8/4/2014
And the new Alpha is LIVE!

This update lets you fly 3 of the 5 human fighters. Available are the Boomslang, Copperhead, and Cobra.

Things to note are the adjustment of the the double-tap barrel roll into a tap-and-hold strafe roll, improved dynamic music, the removal of the old testing explosion spheres, Better collisions for the alien fighters, removal of player invulnerability, better enemy wave timing, better text and font rendering, and tuned weapon sound FX.

For fun, try the Gamma Burster weapons on the Cobra. Think of them as dual-mini-deathstar lasers. They will wipe out your gun capacitors, but they will kill most light-to-medium fighters in a singe sustained shot. You have to maintain beam contact, however.

There are many more minor changes, so keep an eye out!


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