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TIGSource ForumsCommunityDevLogsPhobos Vector Prime: Arcade Shoot'em Up + Bullet Hell + Retrowave OST
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Author Topic: Phobos Vector Prime: Arcade Shoot'em Up + Bullet Hell + Retrowave OST  (Read 4196 times)
ManuGunstar
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« on: September 26, 2017, 02:26:58 AM »

PHOBOS VECTOR PRIME



Phobos Vector Prime is a third person space shooter with an inmersive single player campaing and a wild action MOBA up to six online players.

    
  • TWO GAMES IN ONE: Inmersive singleplayer campaign and MOBA up to 6 players
  • LEAD AN ARMY: You can summon differents types of minions depending on your gaming style
  • DOMINATE THE BATTLEFIELD: Wide variety of maps in which team must be quickly coordinate to get advantage over the opponent
  • EVERYBODY CAN PLAY: Accessible for all audiences. Softer learning curve than other games










· Presskit · Twitter · Facebook · Web
« Last Edit: May 30, 2018, 09:51:56 AM by ManuGunstar » Logged

ManuGunstar
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« Reply #1 on: September 26, 2017, 10:43:26 AM »


Well, we are working hard on the development of Phobos Vector Prime but we have found time to start a devlog serie with which we want to make you part of the creative process behind our project.




We have dedicated this first video to introduce ourselves: we want you to meet us, to know who we are and what are our influences. We also explain where the name of our study comes from. There is still a lot of work to do, but we want to publish a devlog like this every now and then so you can see how the creation of Phobos Vector Prime advances. During the next months we will explain the curiosities and details about the game, stay tuned! If you do not want to lose anything you can follow us on Twitter, Facebook and Instagram, besides signing up for our newsletter.

See you in the next video!
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ManuGunstar
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« Reply #2 on: December 09, 2017, 03:13:10 AM »

Hello everyone! After a while without posting new content (I'm very sorry, but we are very busy finishing the game and attending events here in Spain) today I want to show you new stuff:

- The first is a GIF in which you can see a timelapse of how we built the city, one of the maps of the second main mission of our Story Mode. We use our own assets designed and modeled from scratch, and then assemble everything in Unity.



- And finally I wanted to show you a preview of a new song from our OST in which three famous Spanish youtubers have participated. It has a synthwave style that adapts very well to the aesthetics of Phobos Vector Prime:




That's all at the moment, it only remains to tell you that the development is progressing very well, that our Kickstarter is just around the corner and that we will soon announce the release date of Story Mode on PlayStation4!
« Last Edit: May 16, 2018, 08:01:54 AM by ManuGunstar » Logged

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« Reply #3 on: December 09, 2017, 06:07:51 AM »

wow! Congratulations! The arts are amazing!
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« Reply #4 on: December 09, 2017, 08:23:18 AM »

wow! Congratulations! The arts are amazing!

Thanks! Most of our team it's formed by artists (two 3D artist and one focused on 2D)... We only have a programmer at Gunstar Studio  Giggle
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ManuGunstar
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« Reply #5 on: December 23, 2017, 09:20:34 AM »

Working on new cinematic environment, what do you think?

« Last Edit: December 26, 2017, 10:59:33 AM by ManuGunstar » Logged

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« Reply #6 on: December 26, 2017, 10:44:43 AM »

Hi everyone! We are working very hard on the final touches of our Campaign Mode to launch it on PlayStation 4 at the beginning of 2018, but meanwhile we wanted to continue with our series of devlogs. In this video we show you the basic mechanics of Phobos Vector Prime, as well as its gameplay and the skills of each spaceship.




Within the basic mechanics of Phobos Vector Prime one of the most important is the movement of the spaceshift (obviously), which is handled with the two joystick as in a twin-stick shooter but with the difference that in our game you can control the burst shot using the R1 button. Our intention is that the player can handle the ship with smoothness, but without losing precision both to dodge and to aim.

We've recently incorporated a new mechanic that supposes an additional help to the basic movement; it is the dash, a small quick move that makes it easy to dodge shots, get in the combat and exit from it. The use of the dash is unlimited, but it has a short waiting time that serves to prevent the player from overusing it.

In addition to movement, another of the basic mechanics of Phobos Vector Prime is the shot. It is a key piece in the attack and can be modified with power-ups that are within the map: the basic ammunition (unlimited) can be changed by another type of projectiles (limited) that cause more damage to structures, minions, enemies...

An aspect of vital importance on the combat of Phobos Vector Prime are the Integrated Combat Systems, a set of special abilities of each spaceship that are designed for the MOBA Mode but that we have also implemented in the Campaign Mode giving it a narrative charge. In this devlog we show you how three spaceships models work, one of each faction:

  • Dark Moth (Renegade): this model is aimed at resistance combat, that is, it behaves like a tank. It has skills like 'Battle Breath', which generates a force field that makes it invulnerable to damage for a limited time. In addition to that, Dark Moth has a power shield that causes impact damage and a powerful special ability that deploys a destructive wave capable of killing enemies in seconds.


  • Eagle (Milician): his game system is similar to a DPS. Its first skill increases the rate of the basic shot, which allows it to hit twice as fast in the enemy defenses. But what really stands out from this spaceship is its ultimate; its name is 'Infernal Rain' and consists of a powerful attack in the shape of an open cone that raves at the enemies that are inside that area.


  • Goose (Bounty Killer): these mercenaries have a fleet of space vehicles designed for tactical combat. Its skills oscillate between stealth and power, so the Goose can become invisible to enemies and deploy undetectable mines by the radars of adversaries, but at the same time it has a particle accelerator that allows pilots to generate lightning that goes through all those who put themselves ahead.


In addition to using Integrated Combat Systems, players can expand their offensive through Tactical Personalization, a system that allows you to choose what type of drones you want to deploy. How does it work? In each online game players can hack one of the many drone factories on the map and with the points they can decide what kind of drones they want to use in the next waves.

There are many more skills and mechanics within Phobos Vector Prime: some of them are in the final version of the game, others are ideas that can only be realized with your support. Anyway, we hope you enjoyed this video, see you in the next devlog!
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ManuGunstar
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« Reply #7 on: January 31, 2018, 01:28:47 PM »

Thanks to the feedback received by those who have already tried Phobos Vector Prime in various events we have incorporated new graphic elements that provide more information about the spacecraft state. Here you can see how the border of the screen glows blue when the bullets impact with your spacecraft:


But when you've lose your shield, the damage directly affects the life bar instead the shield one, so the screen glows red:


Also we're working on some aditional feedback for the players, like sound effects and controller vibration. Do you recommend us include something more?
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« Reply #8 on: February 06, 2018, 12:05:38 PM »

Working on the main shot, what colour do you think that fit better on our game? I really like the purple one but maybe it's hard to see. And, well, blue has traditionally been the colour of good guys so...  Shrug

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« Reply #9 on: February 06, 2018, 12:16:27 PM »

loving this game so far

can you make it so that the player can choose the colour? :D
or maybe as you play the game you can unlock different colours?

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ManuGunstar
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« Reply #10 on: February 06, 2018, 11:53:30 PM »

loving this game so far

can you make it so that the player can choose the colour? :D
or maybe as you play the game you can unlock different colours?



It's a great idea! Actually, we have different types of ammo, but not only change the color but also the 3D model, the particle effects and the shooting speed ... I think we can implement some option so that the player unlocks different colors for his main shot, thanks for the advice!
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« Reply #11 on: February 14, 2018, 12:49:40 AM »

Take a look at this space freighter that we have implemented, what do you think? During a videogame expo in Barcelona they recommended us to add movement to the background of our game and this is one of the new elements that we have implemented:


In addition, we are testing this new type of enemy ammunition. Purple bullets will slow you down, so you have to try to avoid them at all costs because in Phobos Vector Prime it is very important to be agile to survive:


Right now we are working hard on the creation of a new trailer that I hope will not take long to publish. As soon as we have it, I'll post it here!
« Last Edit: February 17, 2018, 02:10:08 AM by ManuGunstar » Logged

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« Reply #12 on: February 17, 2018, 02:04:16 AM »

After trying some variations, this is our new dash effect:

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« Reply #13 on: February 22, 2018, 11:30:00 AM »

Here I leave you a small detail of our game that I personally adore. It's a new effect for the hacking interface, big deal, but it shines a lot and that's enough for me:

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« Reply #14 on: February 22, 2018, 12:03:30 PM »

Esto tiene una pinta estupenda, muchos ánimos!
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ManuGunstar
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« Reply #15 on: February 24, 2018, 11:43:06 AM »

Esto tiene una pinta estupenda, muchos ánimos!
¡Muchas gracias! Hand Thumbs Up Right
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« Reply #16 on: March 02, 2018, 09:31:20 AM »

We just released a new trailer! It's focused on the single player campaign and on the story behind Phobos Vector Prime:



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« Reply #17 on: March 19, 2018, 11:28:39 AM »

Despite our game will hit PS4 soon (very soon) we continue working on some assets for additional content that will be released in the future:



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« Reply #18 on: April 19, 2018, 09:06:17 AM »

Hello everyone!

We have not updated our devlog for a long time but it has been for a very special reason: our video game is already available on PlayStation 4! Well, at least it's available in Europe. We continue working to bring Phobos Vector Prime to the rest of the world with a patch that will improve some details and add more content, so we will keep this thread open to inform us of our progress now that we are developing in a more relaxed way. For now we leave you the launch trailer for Phobos Vector Prime:




We also wanted to share with you that the 80 Level team has interviewed us. It is a very long text in which we talk about the development of Phobos Vector Prime from a technical perspective, so maybe you are interested to know how we have created the assets, levels and effects of the game. You can read it here. In that interview there is also a video in which we show the change Phobos Vector Prime has undergone during all this time, from the first prototype to the commercial version. This is the video:




From now on we will be here in a more active way showing our progress and asking for feedback on the new ideas that we are going to implement in the game!
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« Reply #19 on: May 30, 2018, 10:32:21 AM »

Hi everyone! In this Dev Blog we’re going to show you how to model a Low Poly Spaceship from scratch, in a simple and useful way. For us this is a initial step because the spacecrafts of Phobos Vector Prime aren’t low poly, but detailed high poly models based on assets with a fewer number of polygons. Here’s how we design the initial Low Poly Spaceship which we’ll transform later on a high poly model:

1.- Concept Creation

First of all you may think in every detail that you want in the spaceship. Make a sketch on a paper (or wherever you feel comfy) by using basic geometric shapes. Also you may keep in mind that the design must have sense: if you’re drawing a resistant spaceship try to make it look strong. Decide in this step the kind of weapons/powers/defenses that you spaceship will have.

It’s all about details. We aren't only talking about of the videogame’s aesthetic and the atmosphere, but also about its size, form, weapons, skills, special effects, textures, behavior and even its place on the game’s story.

Our team works on the following way: the game designer thinks and design a spaceship, talks with the programer and decides what weapons and powers it may have, then they draws it on a paper and give it to the 2D artist, who design the vehicle’s concept art which will guide the modelling of the Low Poly Spaceship carried out by the 3D artist. Easy peasy.

Actually before start the modelling process the team has to approve the spaceship’s concept. It has to be well adapted to the retro aesthetic of Phobos Vector Prime, that has an marked 80s style but with realistic/futuristic assets.

2.- Low Poly Spaceship Modelling

When the concept gets approved, the modelling stage of the object starts. This process is so hard that it can last several days. Even weeks. In this step we use a vast bunch of software: Cinema 4D, ZBrush, UVLayout, Maya, X Normal, Quixel Suite, Substance Painter and, finally, Unity 3D.

We use Cinema 4D to design the vehicle following the initial concept and looking for a Low Poly Spaceship model composed of simple forms. In this GIF you can see how our 3D artist composes the model by connecting simple and large polygons to each other:


After finish the 3D model is important to unwrap the UV, i.e. export each polygon to a coordinates graphics. You can use UVLayout or Maya. Thanks to this technique we can divide the Low Poly Spaceship depending its materials textures. It’s also a way to facilitate our work for next steps.

3.- Adding Details

When the model is ready we export the object to ZBrush. There we add polygon subdivision, converting our low poly asset in a high poly one, that will be heavier than the previous but also more detailed. The details are very important for us! Watch the GIF below to see how we add details with ZBrush:


As we said, because the higher number of polygons the asset will be heavier. This can drive some performance problems, so you need to optimize the high poly before export it. This way we keep the model details saving polygon density. You can use various plugins for this purpose, but we recommend Decimation Master.

To continue with the process it’s necessary to export both models (High Poly and Low Poly) to X Normal. Here we baking in the model, i.e. overturning the high poly model information in the Low Poly Spaceship like if you were putting stickers. So you have a realistic and detailed spaceship but with a low number of polygons.

Then we have to extract channels of the object that mean each different property of the object material. In this case: Normal, Ambient Occlusion, Bent Normal, Height and Curvature. Every channel is a map with an expecifict applications. The most important is the Normal Map. We use it to keep the details of the high-poly model in our spaceship low-poly. first.

Now we go to the most artistic stage with Quixel Suite (you can use also Substance Painter if you prefer it). So is time to add the material, paints, textures and the rest of details. In this part we have to use the Occlusion Map. Is the final stage to modify the spaceship project, after will be impossible. From this point, our spaceship must be ready to fly. In this part of the process you can detail how you prefer the spaceship. See how we do it on Quixel Suite:


4.- Asset Integration

Finally, the last step of the modeling process of our Low Poly Spaceship is over. It's time to integrate the asset in the graphic motor, in our case is Unity 3D. Here we need to import every information, from textures to any Quixel object, determining how to will be in the final game. This may be a hard process so we’ll explain it in followings dev blogs.
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