2017/09/03 : v0.1.0 (first alpha release)
  • AIs now use both missiles and standard blaster shots.
  • AIs will completely stop if their generator is destroyed, and will use inertia if the engine recalibration is not possible.
  • Disable canons and thrusters when the generator is destroyed.
  • Make the recalibration button only available when a recalibration is possible.
  • Add a volume balance control for each sound data for balancing the sounds.
  • Integrate sounds for blaster shot, missile shot, blaster impact, missile explosion, module explosion, and thrusters.
  • Add a spatialized sound system to the sound player to handle 3d sounds correctly (pan and doppler effect depending the speed).
  • Replace forces by impulses to stop beeing framerate dependant.
  • Add canon gauges to the HUD and change the HUD disposition.
  • Prevent the engine recalibration to cut all engines when the recalibration is impossible.
  • Optimize a bit the asteroid fragment shader.
  • Add a batch renderering system for asteroids (this shifted the high CPU consumption to the GPU without any gain of FPS...).
  • Fix a weird bug on vita's flare rendering where the flare could sometime blink randomly (no idea what really happened...).
  • Add a draw order for sprite rendering, to force the rendering order instead of using the center position depth (used for HUD elements always to be in foreground).
  • Add frustrum culling for the particle emitters (per sprite).
2017/08/07 : v0.0.4 (test version)
- Remove the module disabling when hp < 50%.
- Add a HUD button for the manual recalibration.
- Disable the auto recalibration on module destroyed for the player.
- Change the recalibration time from instant change to 3s continuous change.
- Add a master control of the engine power.
- Add energy consumption for the missiles and rebalance power/energy/damages.
- Add a 3D HUD to the game, displaying gauges for canons and engines, energy, an holographic model of your ship and your target.
- Add power consumption for canons.
- Add a debug menu entry for billboard fog enabling/disabling.
- Make AIs shoot missiles.
- Lots of optimizations.
- Add homing missiles as alt fire on circle button.
- New world particle emitter emmitting fog particles.
- New dynamic asteroids spawning system using a pool of recycled asteroids.
- Fix the shoot position calculation that was actually wrong in some situations.
- Automatically recalibrate the engines after a module was destroyed.
2017/03/19 : v0.0.3 (pre alpha release for the GekiHen Contest)
- Reduce the max speed allowed in strafe when inertia is not enabled.
- Add a shoot position calculation for moving objects.
- Add a target selector and a crosshair on the shoot position of the selected target (touchpad to select a target).
- Fix a mistake in the volumetric fox slicing.
- Do not apply smoothed lod transition when transitionning from not visible to visible in term of frustrum culling.
- [TEMP] Teleport the character ship when reaching the limits of physic world.
- Fix another mistake in the projectile collision tests.
- Fix the autofocus shoot calculation to aim the autofocused point instead of autofocusing along the original shoot trajectory.
- Fix wrong hud element rendering on selection behind the camera.
- Fog rendering enhancements.
- Add some basic AI for other ships.
- Add color presets for player ship and enemy ships (ie faction type).
- Make the fire rate per weapon (for now all weapons keep the same firerate).
- Define asteroids as neutral faction (ie no faction).
- Add some real IA behavior :
- patrol system,
- enemy detection,
- enemy engaging,
- attack vector and target tracking,
- obstacle avoidance given the distance and the mass of the object.
- Improve IA avoidance with the ships and moving objects.
- Fix a bug with the initial values of the debug menu options' preset (default values were not displayed correctly).
- Use batched raycasts for projectile collision detection instead of calculating collisions geometrically (faster as hell).
- Use the exact contact point for the explosion FX source.
- Fix a mystical bug with batched raycasts that were making raycasts return random crap after some asteroids exited the physical world.
- Fix multiple issues with the new projectile raycast batched system.
- Add the new auto lock features and the new HUD system.
- Remove the old free move reticle preset from the debug menu and all options related that are not used anymore.
- Fix some double shockwave explosion fx possibility on high framerates.
- Smooth the avoidance of the AI that was too sharp (now using the same max strafe force as the player).
- Make the auto lock progressive on lock acquired/lost and also resumable.
- Increase the AI detection range and the length of the attack vector.
- Slightly increase the collision radius of the asteroids to better fit with the visual.
- Fix the orientation of axis aligned sprites with non identity local orientation matrix.
- Make the hit FX in the hit target referential.
- Change the hit FX to make lighter and brighter (and smaller).
- Make a cleaner collision handler where the AI can catch proxy/triggers/projectiles collision events.
- Toggle manual/autolock shoot mode with square button.
- Add damages to the projectiles that can destroy any part of the ships.
- Make engine and canon modules destructible as well (for now disabled).
- Make a cheap red color fader proportional to the amount of damage taken.
- Stop the barrel roll for AI while turning.
- Enable the inertia (no inertia dampeners) permanently on the AI if at least one thruster is broken.
- Make destroyed modules physically/visualy destroyed.
- Consider canon and engine below 50% of their HP disabled.
- Add a slow regen for non destroyed modules.
- Add an explosion FX when a module is destroyed.
- Make AIs switch target when the current target is destroyed.
- Make the rotation of the ships proportional to the remaining enabled engines power
(so that a ship with all engines destroyed cannot turn anymore).
- Fix some mistake in the calculation of the torque dampening that could lead to some angular velocity divergence.
- Add an auto target system for the player when no target is selected, if any enemy enters inside the autolock area.
- Make the shoot position displayed and the autolock assist auto target the different modules alive
in a specific order (Engines > Canons > Others).
- Add an additional enemy AI, and an allied AI.
- Fix a wrong friendly fire of the allied AI on the player.
- Use different colors for the target selector and the crosshair depending the target's faction
(white for neutral, red for enemy and blue for allied).
- Change the sphere's color of the ship modules to turn to red with a factor proportionally inverse to the remaining HPs.
- Leave back only 1 AI for framerate purpose.
- Deselect the target if out of display range.
- Remove the pick and drag objects option from the game.
- Hide the HUD when in pause mode.
- [TEMP] Mirror the AI ship relative position from our ship when really far from us.
- Add a stun duration on the AI when one of its module is destroyed, to make it lose control of its ship as a real player would do.
- Apply the fog value to the ship's modules too.
- Double modules' max HP for a longer fight duration.
- Prevent AI stun lock.
- Change the default color of the ships.
- Put the red color of the damaged module on the emissive channel.
- Allow to spawn more AIs (enemy and ally) from the debug menu (need to press reset button to be effective).
- Improve the camera.
- Prevent taking shoot inputs into account and updating the autolock while the game is paused.
- Prevent self targeting.
- Micro optimization on the collision detection of the projectiles depending the frustrum and the distance to the camera.
- 2017/02/05 : v0.0.2 (pre alpha release for the GekiHen Contest)
- Add a smooth lod transition.
- More accurate ribbon trails.
- Recoded billboard renderer that can now manage correctly Z ordering of semi transparent billboards with different textures.
- Fix bad projectile collisions on biggest asteroids.
- Fix a wrong duplication of the light when resetting the scene.
- Fix the physic damping that was framerate dependant.
- Use real thruster properties for ship's acceleration and strafe.
- Make engine FX proportional to and in the direction of the total amount forces applied to the ship (including friction) to have
a nice thruster effect of inertia compensation when stopping.
- Smooth thruster flare appearance/disappearance.



- 2017/01/28 : v0.0.1 (pre alpha release for the GekiHen Contest)
This version is more like a sandbox where you can only drive a prebuilt ship in an asteroid field and shoot asteroids.
This includes temporary features such as drag and dropping asteroids with the touchscreen, a debug menu, and wip controls.
- Nearly coded from scratch crossplatform Vita/PC(d3d11) engine using the official sony's SDK.
- Physic engine (native on vita and provided by sony in their SDK)
- Optimized volumetric fog using FBM Perlin noise.
- Procedural asteroids geometry and texture (textures are precomputed for faster loading time) using FBM Perlin noise.
- Single light spot rendering shaders for 3d objects.
- Tweakable controls with 2 presets (from the debug menu).
- Tweakable rendering options (from the debug menu).
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