the CIWS clips defending missiles 100% remind me of the Rocinante from The Expanse and I'm all for it. Definitely adding this game to my wishlist when available
One of the first space games I fell in love with was old school indie title Escape Velocity for Mac. It was a top down ship n fleet rpg. To this day nothing really has scratched that space game power fantasy itch quite like it. I've thought of ways games could iterating off that top down perspective while bringing into a 3d space environment. Seeing this gameplay reminds me of Escape Velocity in a good way.
Holy shit I have been watching your devlogs hoping to see what you could make and I feel like the game is starting to come into shape, especially when I heard the 4:13 audio soundscape is amazing and I want to play your game so bad now.
I know this is super unrealistic, but i keep imagining zooming in to see the interior of the ships, being able to interact with subsystems and controls etc
@@LevelCapGaming what about being able to zoom in, in like a safe zone? Like your station. Maybe not be interactive but being able to see your ship a lot closer / detailed.
The Escape Velocity trilogy was my favorite games and obsession of my childhood. I constantly dreamed up my own mods new ships and weapons and storylines. I loved the total conversion mods that were made for them and I always wanted more new games like them. Sadly like no one else EVER knew about them being mac native and no other games really felt quite the same. I hope this one will tickle the void thats been left there 😃 Like EV will there be unique deep faction mission/secret unlocks that a long time to get to like hyper rare variants and easter egg ships/weapons that can be captured? I spent countless hours building up ships just for hunting down and capturing the easter egg ships that were often dev ships with unique and otherwise impossible accessories. Some of them were near impossible to fight and required insane strats and patience to disable.. often only to fail the capture lol. The rogue like aspect of having an overwhelming amount of ship and outfit variants is what helped make each following EV sequel/mod feel fresher for longer. Is that an incoming swarm of super light fast regen anti-fighter/gunboat types, heavily armed and armored sluggers, or carrier variants of the same type of ship? Always made it super interesting to see how each variant could be outfited and present different threats. Even more exciting when they have rarely seen exotic weapons and when they're the opposite faction (or you're a pirate) that means you get to loot some super rare/expensive ammo!
This game looks amazing!! Love the stripped back to retro look of it! It reminds me of a game I played recently, can't for the life of me remember what it was called though. Keep it up dude! And remember me for voiceover!! Hehe.
Are you planning on adding modular destruction for the ships? I know you mentioned taking out the CWIS, but for example seeing the engines get destroyed or batteries; just the systems in the ship in general?
love the progress so far, and these updates have been interesting. One small suggestion, the missiles just feel... weird. Just bright yellow streaks with a yellow dot on the end. not sure if this is placeholder or not but it just feels so odd. Id say ditch the "tail" on the missiles and maybe make an actual missile asset? It just feels so off seeing on these random squiggly yellow lines following a ship. At least maybe make the tail kinda trail and fade off after a bit, instead of having it extend the entire way from the launch ship to its target
imagine co op like, max 4 players. you can choose: 4 light fighters. heavy fighter with turret(s) + 1-2 light fighters. capital ship with 3 turrets with upgrades that turret players can move to pilot light fighters that that capital ship is carrying. each turret can be changed and upgrade with so many options. maybe AA type turret where a player can man that turret to play defensive style, shoot incoming missiles, maybe essential in hard missions. with a turret dedicated for defend, ship module can take auto AA out and direct those energy to something else, maybe more power to energy based weapon. ahhhhh, it's a year for co op game!!!
It's not gunpla exactly. It's my own custom Lego model with an opening pilot seat and pilot. We sell the instructions on brickvault. I'm quite proud of the design.
Honestly, blowing up hundreds of enemies is fun, but then any combat system loses its meaning and it becomes purely a game of numbers. I really like the slow, deliberate and dangerous combat of the Dark Souls series. Yeah, you can demolish early enemies easily, but one careless moment and they can do the same to you. I also like that there is basically no unavoidable damage if you are good enough.
Have you thought about turning the UI into an actual console? I know it means sacrificing some screen space but I wonder if it might help solve some issues for you and massively increase immersion (and give it a unique style). The central top down view could even be a main screen called something like 'visual-representation/vis-rep'. The radar, status, coms etc could all be separate screens (maybe even on arms that can be moved/dragged by the player in and out when they want to focus them? Would work brilliantly with the steam deck's touch controls and a mouse/keyboard).
How about a very expensive nuke type weapon that must be shot from long range so you avoid the explosion, but takes skill to hit at that range? Maybe it has to hit to detonate. Being able to trigger it may be too easy.
The movement of the missiles feel too non-Newtonian. The sudden changes in velocity are not on the realistic side. I liked how they were before. Perhaps you can retain the predictive aiming behavior and retain the same flight mechanics that the ships have. I feel like they should behave like mini-ships and use thrust vectoring to achieve their intended trajectory. Just my thoughts though. I understand this has been iterated on a bit already.
Love the overall animation package but the one thing that bothers me is that your rotation RCS doesn't fire to slow/stop the rotation, the ship just sort of stops.
i know cause it's on early stages of dev, but that SOULS mesagge YOU DIED is out of place in this game. A huge explosion or watching your ship getting chopped into pieces would be more gratifying way to die.
So cool ! How you guys are working with blueprints ? They are really more simple to use instead use a language like python or in unreal engine case c++ ?
How are you going to do exploration in 2D though besides following map markers? In 3D exploration you usually see something interesting in the distance and decide to go there. Cant really do that with top down perspective so don't have that curiosity driving you onward.
Maybe this sounds harsh but... why is it a top down game instead of like a proper first person space game? just a bit surprised since you always seemed so into those types of immersive sims like star citizen or elite.
"Star Sector is a game, so is this one.... RIPOFF!!!" That's what you sound like. Star Sector was not the first game in this genre and it won't be the last. That plot is also one of THE oldest sci fi tropes in existance.
One of these days i hope to see a mustache.
I swear he has had a mustache before…
Need an Amish beard
Seeing those PDCs and Torpedoes coming in, along with the design of that ship at the start, I'm getting some serious The Expanse vibes
the CIWS clips defending missiles 100% remind me of the Rocinante from The Expanse and I'm all for it. Definitely adding this game to my wishlist when available
I would totally watch a 40minute video on you brainstorming weapon ideas.
One of the first space games I fell in love with was old school indie title Escape Velocity for Mac. It was a top down ship n fleet rpg. To this day nothing really has scratched that space game power fantasy itch quite like it. I've thought of ways games could iterating off that top down perspective while bringing into a 3d space environment. Seeing this gameplay reminds me of Escape Velocity in a good way.
lol, I wrote this 50 seconds in, so cool you're inspired by that game!
Escape Velocity is a GOAT game love he is being inspired by that
Holy shit I have been watching your devlogs hoping to see what you could make and I feel like the game is starting to come into shape, especially when I heard the 4:13 audio soundscape is amazing and I want to play your game so bad now.
I know this is super unrealistic, but i keep imagining zooming in to see the interior of the ships, being able to interact with subsystems and controls etc
It was part of the original design doc, but I cut it due to overall game design flow and additional effort for such a system
@@LevelCapGaming what about being able to zoom in, in like a safe zone? Like your station. Maybe not be interactive but being able to see your ship a lot closer / detailed.
The Escape Velocity trilogy was my favorite games and obsession of my childhood. I constantly dreamed up my own mods new ships and weapons and storylines. I loved the total conversion mods that were made for them and I always wanted more new games like them. Sadly like no one else EVER knew about them being mac native and no other games really felt quite the same. I hope this one will tickle the void thats been left there 😃
Like EV will there be unique deep faction mission/secret unlocks that a long time to get to like hyper rare variants and easter egg ships/weapons that can be captured? I spent countless hours building up ships just for hunting down and capturing the easter egg ships that were often dev ships with unique and otherwise impossible accessories. Some of them were near impossible to fight and required insane strats and patience to disable.. often only to fail the capture lol. The rogue like aspect of having an overwhelming amount of ship and outfit variants is what helped make each following EV sequel/mod feel fresher for longer. Is that an incoming swarm of super light fast regen anti-fighter/gunboat types, heavily armed and armored sluggers, or carrier variants of the same type of ship? Always made it super interesting to see how each variant could be outfited and present different threats. Even more exciting when they have rarely seen exotic weapons and when they're the opposite faction (or you're a pirate) that means you get to loot some super rare/expensive ammo!
Really cool concept and story idea. I like seeing these updates and can't wait to play it at some point!
I don’t have a lot of experience playing games like this, but I will definitely pick it up when you guys release it. I’d also watch a let’s play.
I can’t wait for this gorgeous game to come out 😍😍😍😍
The Escape Velocity series was formative for me growing up, especially EV: Nova. Still one of my favorite games I've played.
This game looks amazing!! Love the stripped back to retro look of it! It reminds me of a game I played recently, can't for the life of me remember what it was called though. Keep it up dude! And remember me for voiceover!! Hehe.
Liking what I'm seeing! Can't wait to see more!
Are you planning on adding modular destruction for the ships? I know you mentioned taking out the CWIS, but for example seeing the engines get destroyed or batteries; just the systems in the ship in general?
seems very interesting.
Looks really good!
love the progress so far, and these updates have been interesting. One small suggestion, the missiles just feel... weird. Just bright yellow streaks with a yellow dot on the end. not sure if this is placeholder or not but it just feels so odd. Id say ditch the "tail" on the missiles and maybe make an actual missile asset? It just feels so off seeing on these random squiggly yellow lines following a ship. At least maybe make the tail kinda trail and fade off after a bit, instead of having it extend the entire way from the launch ship to its target
imagine co op like, max 4 players. you can choose:
4 light fighters.
heavy fighter with turret(s) + 1-2 light fighters.
capital ship with 3 turrets with upgrades that turret players can move to pilot light fighters that that capital ship is carrying.
each turret can be changed and upgrade with so many options.
maybe AA type turret where a player can man that turret to play defensive style, shoot incoming missiles, maybe essential in hard missions.
with a turret dedicated for defend, ship module can take auto AA out and direct those energy to something else, maybe more power to energy based weapon.
ahhhhh, it's a year for co op game!!!
Spotted that RX-78-2 Gundam in the back! I didn't know you built gunpla, nice!
It's not gunpla exactly. It's my own custom Lego model with an opening pilot seat and pilot. We sell the instructions on brickvault. I'm quite proud of the design.
Seems a lot like starsector
Looking nice now Charlie
this game reminds me of ΔV: Rings of Saturn
it's a great game so i'd suggest taking inspiration
Honestly, blowing up hundreds of enemies is fun, but then any combat system loses its meaning and it becomes purely a game of numbers. I really like the slow, deliberate and dangerous combat of the Dark Souls series. Yeah, you can demolish early enemies easily, but one careless moment and they can do the same to you. I also like that there is basically no unavoidable damage if you are good enough.
I need to get off my but and finish those asteroid bases
lets goooo!
Space Game is best game
Have you thought about turning the UI into an actual console? I know it means sacrificing some screen space but I wonder if it might help solve some issues for you and massively increase immersion (and give it a unique style). The central top down view could even be a main screen called something like 'visual-representation/vis-rep'. The radar, status, coms etc could all be separate screens (maybe even on arms that can be moved/dragged by the player in and out when they want to focus them? Would work brilliantly with the steam deck's touch controls and a mouse/keyboard).
How about a very expensive nuke type weapon that must be shot from long range so you avoid the explosion, but takes skill to hit at that range? Maybe it has to hit to detonate. Being able to trigger it may be too easy.
The movement of the missiles feel too non-Newtonian. The sudden changes in velocity are not on the realistic side. I liked how they were before. Perhaps you can retain the predictive aiming behavior and retain the same flight mechanics that the ships have. I feel like they should behave like mini-ships and use thrust vectoring to achieve their intended trajectory. Just my thoughts though. I understand this has been iterated on a bit already.
if somebody ask me to draw levelcapgaming by his voice this is exactly who i'd draw but with red hair
Feels like expanse in 2d somewhat
Love the overall animation package but the one thing that bothers me is that your rotation RCS doesn't fire to slow/stop the rotation, the ship just sort of stops.
Sic!
Oh its Starcontrol melee
Did you ever play Subspace Continuum? Loved that game and this reminds me of it, check it out for ideas.
Would ship construction be a thing? These look like they have modules almost.
cool
i know cause it's on early stages of dev, but that SOULS mesagge YOU DIED is out of place in this game. A huge explosion or watching your ship getting chopped into pieces would be more gratifying way to die.
So cool ! How you guys are working with blueprints ? They are really more simple to use instead use a language like python or in unreal engine case c++ ?
We use both blueprint and C++ and unreal works pretty well combining the two.
Does this take inspiration from starsector? A lot of the planned features seem very reminiscent of that game.
How are you going to do exploration in 2D though besides following map markers?
In 3D exploration you usually see something interesting in the distance and decide to go there.
Cant really do that with top down perspective so don't have that curiosity driving you onward.
This all takes place in the Solar system? Or other star systems as well?
Will the systems be like procedural generation
Maybe this sounds harsh but... why is it a top down game instead of like a proper first person space game? just a bit surprised since you always seemed so into those types of immersive sims like star citizen or elite.
Are you guys using c++ or strictly blueprints for this?
I just want a battlefield that's playable and has levation like bf3 or bf4 😥
Are you going to make the game cross platform
Will I experience g-LOC?
Battlefield season 7 ??
What happens 😕
GASP you have a FACE lol sorry 😭
The plot is riped from starsector and even some game aspects
very starsector esque but combat being more expanse inspired and long range seems interesting
"Star Sector is a game, so is this one.... RIPOFF!!!" That's what you sound like. Star Sector was not the first game in this genre and it won't be the last. That plot is also one of THE oldest sci fi tropes in existance.
@@Xalantor this is true. their plot might be similar but gameplay looks totally different as well