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TIGSource ForumsCommunityDevLogsWings of Saint Nazaire (Retro Space Combat) New Alpha Live! (IMAGE-HEAVY!)
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Author Topic: Wings of Saint Nazaire (Retro Space Combat) New Alpha Live! (IMAGE-HEAVY!)  (Read 23595 times)
Cakeypigdog
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« Reply #20 on: June 09, 2014, 02:53:31 AM »

hnnnnnnnnnnnnnng!

That HUD is looking so cool.  Love it.
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Howard Day
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« Reply #21 on: July 05, 2014, 05:57:17 PM »

Finished up the Diamondback cockpit, now we're on to other things, like possibly making the human ship-selection screen functional.
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Slader16
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« Reply #22 on: July 05, 2014, 06:11:59 PM »

Quick question, is the HUD real-time? Or is it just animated to look cool?

Either way I can't wait to play it  Grin
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Muzz
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« Reply #23 on: July 05, 2014, 06:30:40 PM »

Holy shit, that is sweet. That is really really cool.

I have nothing else of value to add.
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Howard Day
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« Reply #24 on: July 05, 2014, 06:32:40 PM »

Quick question, is the HUD real-time? Or is it just animated to look cool?

Either way I can't wait to play it  Grin
It's real-time. There's a post a page back about how we do it. :D It's mostly just moving geo at an angle through a flat plane, and adding a texture with scrolling UVs.
Also, there's a build available to play right now at www.wingsofstnazaire.com!

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Slader16
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« Reply #25 on: July 05, 2014, 08:21:04 PM »

Quick question, is the HUD real-time? Or is it just animated to look cool?

Either way I can't wait to play it  Grin
It's real-time. There's a post a page back about how we do it. :D It's mostly just moving geo at an angle through a flat plane, and adding a texture with scrolling UVs.
Also, there's a build available to play right now at www.wingsofstnazaire.com!


I just played it, my reaction?  Crazy
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Christian
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« Reply #26 on: July 06, 2014, 02:56:05 AM »

So I made a thread for the game on NeoGAF
http://www.neogaf.com/forum/showthread.php?t=848510

A few people are confused about this:
Quote
We're currently focusing on finishing the content we need to release a multiplayer combat game, with TF2-style game modes.
Is the game going to be MP-only? The current alpha is single player.
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Christian
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« Reply #27 on: July 07, 2014, 09:51:47 AM »

Hey, Wings got featured in RPS's Devlog Watch
http://www.rockpapershotgun.com/2014/07/07/devlog-watch-tim-cosmonaut-path-to-the-sky-more/
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gambrinous
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« Reply #28 on: July 07, 2014, 09:53:11 AM »

Just wanted to say superb work on the cockpits  Gentleman
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Howard Day
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« Reply #29 on: July 07, 2014, 02:47:45 PM »

Slader16: Thanks!
Muzz: Awww, thanks sir!
Christian: The first release of the game will be a MP game. The second release, however will be a single-player campaign, one where the space combat is melded with a lucas-arts style adventure game. Here's a couple of shots from that portion:


Thanks for the heads up on RPS!
gambrinous: Oh, I'm glad you like them! I'm working on the next one already. I'll start posting up WIPs as soon as they don't look like nonsense.
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Howard Day
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« Reply #30 on: July 09, 2014, 12:41:35 AM »

Tonight's Devlog update: Text Rendering and Ship Collisions

Hello, again! Tonight I worked on fixing our text rendering and general jaggy-ness of our cockpit displays. I did this by turning off our old Unity Post Process AA effect, which at the 640x400 resolution we run is fairly ineffective.
Instead, we turned on 4x MSAA, which is slightly faster, has lower system requirements, and looks much, much better. Here's an example:
Old Text/UI rendering:

New Text/UI rendering



The other thing I tackled tonight was the ship collisions. When we transitioned over to OnTriggerStay() for our weapon collisions, that meant we lost the automatic physics collider reactions. After a brief period of worry, the solution was very simple - just add a second, non-trigger collision shape. It's a minor thing, but in the next build, the ships won't be flying through each other anymore, and the player can once more take damage from the aliens.

Now that this minor bit of housecleaning is done, I'm back on the Hognose cockpit. It's definitely going to be an interesting one, and not something that's been seen before. I can't wait to show progress!
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Howard Day
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« Reply #31 on: July 11, 2014, 12:34:56 AM »

Greetings, It's Howie again. Tonight I worked on the human ship selection screens - more accurately tonight and last night - there as a lot to be done here, and some of the renders took quite a while.
Each of these is filled with parallax, with around 12 different layers that shift as your viewpoint changes.
Boomslang:

Copperhead:

Diamondback:

Cobra:


That leaves only one remaining to do, the Hognose Bomber, then I can focus in on the functionality and we can make this live!
That would allow all of you to fly another ship for the first time! We can't wait to hear your feedback on all the different flight/weapon/loadout styles. Any thoughts or suggestions?
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moure
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« Reply #32 on: July 11, 2014, 01:25:37 AM »

Those hangar shots are great! I would love to see some wireframe renders of them.
Coming from an arch-vis background(where things like uvmaps dont matter much) i always admire the proper uv mapping and texturing work you have put in there.
Do you use some texture painting program, or are all these done in the regular photoshop action? Also which renderer did you use for these hangar shots?

Cheers!
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Howard Day
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« Reply #33 on: July 11, 2014, 10:55:36 AM »

Thanks, moure! I'll post up some wireframe renders in the next update! I just use plain-vanilla Photoshop, and 3dsMax's material editor for texturing. I use a lot of procedural textures and gradients to blend a large set of textures together to get the result I want. I just use the old-as-dirt 3dsMAX scanline renderer. I throw in a lighttracer component as well, but it's all pretty bare-bones.
Thanks again!
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« Reply #34 on: July 11, 2014, 01:04:36 PM »

It's-a-me, the programmer. We had a bunch of exposure on PC Gamer, Rock Paper Shotgun, Kotaku, Gamestar.de etc. this last week and - as a result - a BUNCH of new bug reports came in through e-mail, twitter and our forums. I'm happy to be able to say that I was able to iron them all out pretty quickly!

A lot of issues, player invulnerability, max turn rate differences between mouse and controller input, a cockpit sprite error when using inverted pitch, multiple instances of the options menu being opened and a lot of other issues are now resolved!

A new and great alpha update is on its way. Keep your eyes peeled!
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Howard Day
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« Reply #35 on: July 15, 2014, 07:20:12 PM »

Hey guys! Tonight I got the logic for the ship selection screen all working. I've still got to add effects and more stuff on deck in each shot, but the basics are there!

We're going to be working on getting this polished up for you, and the next big Alpha update will let you fly 3 of the 5 different ships!
« Last Edit: July 16, 2014, 11:25:18 AM by Howard Day » Logged

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Seaport
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« Reply #36 on: July 22, 2014, 01:43:34 AM »

This all looks really good, especially like the ship designs, looking forward to seeing more Smiley
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Howard Day
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« Reply #37 on: July 24, 2014, 11:34:10 PM »

Thanks, Seaport!

Hey everyone! After a ton of polishing we've got the Ship Selection interface just about exactly where we want it to be.

Enjoy that short glimpse of sweet, sweet background information. :D
Now, the only thing remaining is to clear up some minor gameplay bugs and integrate Daniel's new "Choose your ship, pilot!" hangar music.
If all goes well, we'll have a new update on Saturday!
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Howard Day
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« Reply #38 on: July 26, 2014, 03:37:00 PM »

Hello, Everyone. Unfortunately we're going to have to delay the Alpha update till tomorrow - Jan is incredibly busy and Daniel's still working on the updated music. I meanwhile am running around like a madman, tweaking weapon effects, adding new sound effects, tuning weapon values and generally touching everything I can to make sure this will look as awesome as possible when the time comes to send it out into the wild. Thank you for your patience, and I hope the delay will be minimal.
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team_q
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« Reply #39 on: July 26, 2014, 05:31:38 PM »

This game...  Gentleman
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