This update marks a fundamental shift in how the game works under the hood. There are a slew of improvements that increase performance, improve joystick & controller support, optimize HUD space, and future-proof the game. Besides a beefed up architecture, the HUD has been redesigned to improve the 3rd person experience and minimize on-screen clutter. I did a visual polish on all the environments to depict a harsher, brighter atmosphere. A new fixed turret-system is now present in several missions. I'm very happy with the visual style of this new asset and want it to carry over into a new, playable faction.
HUD
- Thinned out many reticles and gauges to reduce visual clutter & obstructions
- Rearranged gauges so that no gauge is obscured in 3rd person
- Implemented an animated leading crosshair to emphasize the location to aim at
- Added a flashing dot that is placed on the origin of the selected target
- Fixed the orientation of holograms displayed for the selected target
- Fixed an issue with target-reticles becoming gimbal-locked
Graphics
- Increased the brightness of star-light in all levels to better match a real space-environment
- Added a post-processing effect to over-expose highlights
- Optimized how skyboxes are drawn
- Fixed an issue with tracers being far too oversized at long distances
- Modeled and textured the new Phalanx turret-system
- Overhauled the "3D asset studio" accessible from the Graphics menu (assets are now only loaded one at a time and camera-controls are more intuitive)
Gameplay
- Replaced many static turrets with a new "Phalanx" turret that is mounted on a floating platform (older turrets were mounted on broken debris)
- Moved the 3rd person camera back significantly on all fighters to reduce the screen space taken by the player's ship
- Reduced the difficulty of some particularly hard levels
- Overhauled the objective-system to make level-scripting much more streamlined
Joysticks
- Overhauled the entire system that feeds joystick-input to the player's ship
- Mapping-presets are now read-only, while the "custom" mapping is always writable
- Replaced the "bypass" option with a "none" option in the mapping-dropdown
- Added a mapping for the Thrustermaster Airbus Sidestick
- Fixed an issue with some fields not being writable
- Offsets are now zero in most cases and multipliers are usually 1 or -1 (inverted)
IO
- Added a mouse-sensitivity slider to control the speed of the menu-cursor without affecting gameplay
- Wrote a new axis-input system to manage simultaneous input from multiple controllers (may have PTSD from this one)
- Eliminated a slight lag from all controllers (keyboard, mice, joysticks, gamepads)
- Rewrote/simplified internal timers responsible for mouse-movement and processing input in general (game should "feel" the same even at 500 fps!)
- Tested VR with the Oculus Rift S (rather glorious)
- Tested the Logitech F310 gamepad and the Thrustmaster Hotas X joystick
Core
- Upgraded to UE4.22 (still behind, but I can get it caught up to 4.27 quickly)
- Replaced many, many Blueprints with C++
- Faster overall load-times (both running the game and opening levels)
- Internal objects are now initialized in the correct order and destroyed when no longer needed
- Level-bounds can now be defined as any combination of spheres, boxes, and cylinders
- Added support for altering level-bounds as gameplay-conditions change
- Added support for prohibited zones within valid level-bounds (a restricted area)
UI
- Menus are now placed in front of the camera in a much more reliable & accurate way
- Improved accuracy of cursor-alignment with buttons & dropdowns
[ 2022-01-05 06:06:25 CET ] [ Original post ]
🎮 Full Controller Support
- 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.- 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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