Monday, December 9, 2013

Star Command: Division 6 Released!

Star Command: Division 6 has now been released!  Download it for free from the Releases page and enjoy playing!  While you're at it,  enjoy some of this art that did not make it to the final build.
Did you know level 3 takes place in the cargo hold of the space station?  It's hard to tell in the austere version of the level that made it to the final build. This is what level 3 looks like, furnished.


Not all of these characters made it to the final build.  Can you tell which?


Monday, November 25, 2013

Pre-Thanksgiving Technical Update


  • Problems with ship selection are fixed
  • Most final assets for Levels 1 & 2 are complete
    • Still need final Hacker ship
    • Need final space station
    • Planning to rework stun weapon into radiating ring
  • Level 1 logic and layout is complete
  • Level 2 logic 90% complete
    • Need to implement level end logic
  • Level 2 layout complete
  • Enemy ship AI needs to be adjusted
    • Need larger detection radius
    • Need patrol paths
  • Level 3 basics complete
    • Enemy AI needs attack/follow command
    • Need art assets
  • Sounds/music need to be implemented

Wednesday, November 13, 2013

First draft of Level 3 implemented


Currently we are using beautiful placeholders for the art assets.

Red - Walls / obstacles
Blue - Enemies
Yellow - Player
Pink - Princess Pear hostage
White - Cube hostage

Waypoints are being used for the patrolling paths. Hostages will follow the Hero!

Tuesday, November 12, 2013

Level 3 Concept

Here is a rough concept of the layout of Level 3 - Dimensions are obviously not to scale

Wednesday, October 30, 2013

Midterm Technical Update

In our demonstration version (available today), we have completed the following:
  • Preliminary game loop
  • Multi-unit selection and movement
  • Collision handling (i.e., damage dealing) with asteroids and enemies
  • A firing mechanic - if the SPACE bar is pressed, all selected ships will fire in their forward direction
  • Level 1 win and loss conditions
  • Partial level 2 loss conditions
  • Rudimentary Enemy AI, including:
    • Detection of player-controllable ships
    • Engaging of player-controllable ships
    • Chasing of player-controllable ships
While not in the demo, we are currently working on:
  • Adjusting the multi-unit movement to use flocking behavior based on Boids
  • Assigning the enemy ships patrol paths to follow
  • And a few small gameplay-oriented tweaks, such as highlighting selected units, and finding idle units
Please note that in the demo, the first level is currently the only level that has win / loss conditions. Passing the level will lead to the second level, which currently appears similar to the first level - but without the win conditions of the first level. 


Fresh from the Art Department: Ship designs for "good guy" and "bad guy" ships.