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1066296 Posts in 43518 Topics- by 35541 Members - Latest Member: Andrew_Helenek

November 24, 2014, 05:43:43 PM
TIGSource ForumsFeedbackDevLogsFlight of the Data-Thief - Star Fox Style Rail-Shooter
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Author Topic: Flight of the Data-Thief - Star Fox Style Rail-Shooter  (Read 10951 times)
Alec S.
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« on: February 06, 2013, 11:33:00 AM »

Play the game here:  http://renegadesector.com/flight-of-the-data-thief/

You can also Pay-What-You-Want for the standalone version which comes with gamepad support, saving/loading, fullscreen mode, and a copy of the soundtrack.

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Working on a Star Fox Style Rail Shooter to get better at Unity and 3D modeling.



So far I've gotten basic movements and collisions working, and a basic idea of the sort of aesthetic I'm going for.




Support the game on Kickstarter:  
http://www.kickstarter.com/projects/1144112254/flight-of-the-data-thief

Test Build:
 http://dl.dropbox.com/u/33986982/RSUnityBuild.html

Trailer:
« Last Edit: June 30, 2013, 02:43:21 PM by Alec S. » Logged

DrunkDevs
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« Reply #1 on: February 06, 2013, 11:34:30 AM »

OMG Want! Addicted
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Current Devlog:
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Alec S.
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« Reply #2 on: February 07, 2013, 04:08:01 PM »

Designing enemies that work in 3D space is a new one for me... To the whiteboard!

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johnki
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« Reply #3 on: February 07, 2013, 04:12:49 PM »

 Crazy

I've got to be delusional. You're making a Star Fox style rail shooter? HELL YES!

I expect all sorts of branching paths based on how well you do in missions and lots of clever and/or cheesy quips throughout the game.

Man, if this is half as good as Star Fox 64, I'll be replaying it for years.
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Alec S.
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« Reply #4 on: February 07, 2013, 05:19:02 PM »

 Who, Me? Keep your expectations in check at least a little bit.  This is my first full Unity game, so it won't be the most elaborate thing.  Mostly focusing on making a fun 3d shooting experience.  Haven't yet decided what the ultimate scope of the project will be.

I've got another gif.  Not all that much changed since the last time, but I've got some new tree models and tweaked the visuals a bit.

« Last Edit: February 07, 2013, 05:50:47 PM by Alec S. » Logged

johnki
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« Reply #5 on: February 08, 2013, 01:30:48 AM »

Who, Me? Keep your expectations in check at least a little bit.
Yeah, sorry, I can't help it. As great as Star Fox Adventures was, there hasn't been a "real" Star Fox game since SF64.

In all seriousness, though, branching progression would be awesome.

Oh and I like the style. Smiley
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Alec S.
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« Reply #6 on: February 09, 2013, 02:20:23 PM »

I've been considering the plot/theme of the game, which will inform enemy design.  The problem I had was that the prototype involved fairly high speeds and a lot of fog, which was great for dodging and weaving around trees, but didn't work well with firing at enemies that were flying at you.  I figured that any enemies that I had would have to move along with the player to a certain extent.  So I figured instead of having the game be about an assault on some sort of base or something, it will follow your daring escape after said base assault, with enemy forces hot on your tail.  (They will of course still fly in front of you more often than not, or else you wouldn't be able to hit them, but they will move roughly along with you, and sometimes to the side and behind you, so there's also a chance for trying to ram enemies with your ship.
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Alec S.
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« Reply #7 on: February 14, 2013, 12:53:39 PM »

Got some basic enemy behavior in.



EDIT:

Wrote a blog post that talks about what's going on behind the scenes on the enemy behavior:  http://renegadesector.com/2013/02/rs-pilot-devlog-1-enemy-design/
« Last Edit: February 14, 2013, 04:03:38 PM by Alec S. » Logged

deathtotheweird
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« Reply #8 on: February 14, 2013, 06:00:49 PM »

I saw this on tumblr and wanted to see if you made a tigs post so I can tell you how cool it looks.

This is going to be an interesting dev log, would love to see more of those posts.
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Alec S.
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« Reply #9 on: February 14, 2013, 06:03:16 PM »

Thanks!  Yeah, this is a lot of new territory for me, so I'll probably make a fair amount of posts like that as I figure things out.
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nikki
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« Reply #10 on: February 17, 2013, 09:44:19 AM »

looking sexy so far
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Alec S.
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« Reply #11 on: February 18, 2013, 11:53:23 AM »

Thanks!

Polished enemy movement some more, and also enemies can now shoot at you

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thersus
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« Reply #12 on: February 18, 2013, 12:15:40 PM »

All I ever wanted, All I ever needed is here.

(citing songs to follow the thread xD)
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Alec S.
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« Reply #13 on: February 18, 2013, 06:03:08 PM »

Now on IndieDB:

« Last Edit: February 18, 2013, 06:24:51 PM by Alec S. » Logged

johnki
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« Reply #14 on: February 18, 2013, 06:19:02 PM »

The IndieDB link is broken.

Other than that, it's looking really good.
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Alec S.
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« Reply #15 on: February 18, 2013, 06:25:14 PM »

Thanks, fixed.
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Caran Elmoth
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« Reply #16 on: February 19, 2013, 02:03:57 AM »

Oh God, those ships moving... and the lights... Addicted *faints*
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jO
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« Reply #17 on: February 19, 2013, 02:07:18 AM »

This looks fantastic!
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Alec S.
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« Reply #18 on: February 19, 2013, 01:12:22 PM »

Thanks, guys!

Made a second enemy type.  An enemy that leaves behind a trail of mines.

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weiseguy91
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« Reply #19 on: February 19, 2013, 02:04:45 PM »

Wow this is awesome! I loved SF 64 so much, and was so sad when the newer ones failed to do ANYTHING like the original for me. I'd love to do a video of this game in action when you are ready as an Indie Preview Video on my YouTube channel, www.YouTube.com/WeiseGuy91. Maybe we can discuss this via PM when you feel comfortable showing it off? I have just under 600 subs right now, but I'm sure that base will grow fast.
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