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2017 development schedule
Asteroids + replace all asteroid-fragments with more realistic models + add/replace all other asteroids Turrets + introduce more complex, realistic turrets (based on the Phalanx system) + allow destruction of turret-components to reduce functionality (destroy pitch-motors) Radar + create functional and destructible radar-dishes that broadcast enemy-locations at long ranges + allow player to see what friendlies see (share detections across team) + create separate visual-detection and instrument-detection systems to give radar strategic importance HUD + simplify and rearrange HUD to give a military glass-cockpit feel Radio-dialog - make existing dialog less distracting (blend vocals with existing SFX) SFX - add in-vehicle reverb to muzzle-sounds Campaign lock-down + temporarily lock campaign during overhaul + reduce price by 50% during overhaul to reflect fewer playable levels
Destructible Props - create military containers, industrial equipment, etc. for senseless destruction Customizable Fighters - replace existing fighters with component-based fighters - create fighters by combining engines, cockpits, fuel-tanks, gun-systems, and body-panels - implement a variety of selectable body-panels and guns - allow player to customize loadouts and specs of each ship Dropships - replace existing dropships using new ship-components Supply Ships - replace existing fly-through-hangars with simpler/easier system - create supply-ships to provide new rearming capabilities Space Stations - replace existing depots with component-based space-stations - create destructible windows that expel equipment and personnel when broken - create centrifuges for artificial gravity - allow capturing of space-stations and its affect on victory-conditions
Freighters - replace existing freighters with industrial freighters influenced by real-world cargo-ships Shuttles - create civilian shuttles for assassination and escort-missions Capital Ships - replace Hammurabi with new component-based version - create an OBA-styled capital ship Campaign re-release - re-purpose existing campaign-levels to accommodate new game assets - add more strategic levels that make use of radar and other new features
Unreal Engine - upgrade to the latest and greatest Unreal Engine Gold Release - publish full release on Steam - buy bottle of brandy
[ 2016-12-30 19:00:10 CET ] [ Original post ]
The following is a tentative ASTROKILL development schedule. This will be updated and reposted over the next few months as progress is made. Key: Minus sign (-) = unfinished item Plus sign (+) = finished item Letter "o" = obsolete item
PHASE 1 (December 2016) - COMPLETE
Asteroids + replace all asteroid-fragments with more realistic models + add/replace all other asteroids Turrets + introduce more complex, realistic turrets (based on the Phalanx system) + allow destruction of turret-components to reduce functionality (destroy pitch-motors) Radar + create functional and destructible radar-dishes that broadcast enemy-locations at long ranges + allow player to see what friendlies see (share detections across team) + create separate visual-detection and instrument-detection systems to give radar strategic importance HUD + simplify and rearrange HUD to give a military glass-cockpit feel Radio-dialog - make existing dialog less distracting (blend vocals with existing SFX) SFX - add in-vehicle reverb to muzzle-sounds Campaign lock-down + temporarily lock campaign during overhaul + reduce price by 50% during overhaul to reflect fewer playable levels
PHASE 2 (February 2017)
Destructible Props - create military containers, industrial equipment, etc. for senseless destruction Customizable Fighters - replace existing fighters with component-based fighters - create fighters by combining engines, cockpits, fuel-tanks, gun-systems, and body-panels - implement a variety of selectable body-panels and guns - allow player to customize loadouts and specs of each ship Dropships - replace existing dropships using new ship-components Supply Ships - replace existing fly-through-hangars with simpler/easier system - create supply-ships to provide new rearming capabilities Space Stations - replace existing depots with component-based space-stations - create destructible windows that expel equipment and personnel when broken - create centrifuges for artificial gravity - allow capturing of space-stations and its affect on victory-conditions
PHASE 3 (April 2017)
Freighters - replace existing freighters with industrial freighters influenced by real-world cargo-ships Shuttles - create civilian shuttles for assassination and escort-missions Capital Ships - replace Hammurabi with new component-based version - create an OBA-styled capital ship Campaign re-release - re-purpose existing campaign-levels to accommodate new game assets - add more strategic levels that make use of radar and other new features
PHASE 4 (June 2017)
Unreal Engine - upgrade to the latest and greatest Unreal Engine Gold Release - publish full release on Steam - buy bottle of brandy
[ 2016-12-30 19:00:10 CET ] [ Original post ]
ASTROKILL
Doomsday Games
Developer
Doomsday Games
Publisher
2016-05-27
Release
Game News Posts:
45
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mixed
(45 reviews)
The Game includes VR Support
Keyboard & mouse: 1
Gamepad support: 1
Seated: 1
Public Linux Depots:
- ASTROKILL Linux Depot [4.45 G]
A modern space shooter and combat sim
Focused on combat without compromising realism, ASTROKILL is a modern space shooter drawing inspiration from old-school games like TIE Fighter and Freespace 2. Players pilot fighters, gunships, interceptors, and medics (in 1st or 3rd person) from warring factions in ballistic dogfights. Wage war flying for either the sprawling Dominion of Man or the rebellious Outer Belt Alliance!Full-featured space combat
- True 6DoF flight-controls via directional thrusters
- All spacecraft and projectiles obey real-world laws of physics
- Kinetic projectiles deal damage proportional to their relative speed
- Unique shields use anti-gravity to repel projectiles
- Clever and convincing AI with a range of skill-levels
- Fully customizable controls: mouse, keyboard, gamepad, and joystick
Ballistic warfare in zero-G
In the world of ASTROKILL, kinetic weapons dominate the battlefield. Deliver destruction with machine guns, flak cannons, homing missiles and rail guns. You will wipe out entire squads and bring down frigates in glorious explosions. But, be wary of camping interceptors, homing space-mines, and ace-pilots. To succeed in this unforgiving zero-G battlefield, you must master your ship and its weapons. You will blow away spaceships with machine guns, flak cannons, homing missiles, and rail guns.Fly smart, fly hard
To survive, you will master your spacecraft and strategically manage your squad. Command squad-members to guard areas or strictly hold positions. By flying as a medic, you will repair and rearm your fellow wingmen. Protect yourself from enemy fire with anti-gravity. Use asteroids and debris as concealment from enemy-detection. Support friendly capital-ships as they reign down hellfire on enemy-positions. And, above all us, out-maneuver and outgun all who cross your path.MINIMAL SETUP
- OS: Linux or SteamOS
- Processor: 2.8 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GTX 660 or AMD Radeon HD 6800
- Storage: 5 GB available space
- OS: Linux or SteamOS
- Processor: 3.2 GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: GeForce GTX 1050 or AMD Radeon RX 460
- Storage: 5 GB available space
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