Phoenix USC
Discussion forum for the Phoenix Universe of Space Combat game
Inspired by SubSpace/Continuum
96 topics in this forum
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- 1 reply
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It's working. I have the bots navigating the Line2D path. The bots start with the first line segment position and once reached then navigate to the next position. I am using Godot's NavigationServer2D to navigate the path from position to position. It's working well. The bots will use these Line2D paths as preferred paths and use them to arrive at an area of the map. Once the destination is reached (the end of the line path) bots will either hunt or defend and loiter. I will have lots of other uses for this Line2D path method for sure. More soon... Vidiot_X
	
						
						Last reply by PoLiX, - 
				
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Hi, I am currently working on navigation lines for bots to follow. In Godot, when queried the NavigationServer2D will return an array of points to a destination. These simple Line2D nodes in Godot provide an array of points to a destination which can be navigated to by a bot ship. I'm hoping this simple idea works out (it should). Bots will breakaway from the path when an enemy is near. Typically bots will use these navigation lines as a preferred path to get to the flag room or other areas of the map. More updates soon. Vidiot_X
	
						
						Last reply by Vidiot_X, - 
				
Hi, I have been busy and making progress on Phoenix USC. In this video you can see the recent changes to the map and lighting. I have 32 bots on two teams fighting in base testing Phoenix USC. This simulated game play gives an excellent view of all the wonderful progress and a glimpse what is to come. Some of the key development progress: Small cones removed and replaced with dragons teeth barriers. Other areas of the map redone to improve the overall flow of the ships as they move around. Some ISO tiles have been redone for better lighting and visuals. All base areas now use navigation polygons and have been updated to include recent design changes. Thi…
	
						
						Last reply by PoLiX, - 
				
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Here are some images of the current state of Phoenix USC's map and lighting. Lots of tweaks and new normal and specular image maps have improved the look quit a bit.
	
						
						Last reply by Vidiot_X, - 
				
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It's been 10 years since my last post here. In that time I have learned much about development and coding. It feels like I've come full circle posting here again. I am pleased to show you what Phoenix USC is now. It is an all new game including a new server and client. Phoenix USC use a fully authoritative server, TLS encrypted networking and an encrypted client application. All this means 'ZERO' cheating. Phoenix USC now supports 2D ISO based visuals with real-time lighting and shadows and uses the same inertia physics as SubSpace. So much has been designed and developed sine my last post. Over the next week I will post more on Phoenix USC. I will be posting …
	
						
						Last reply by Vidiot_X, - 
				
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Hi, I would like to thank those following Phoenix USC for your interest and support. This forum (subspace.co) is closing so in order to follow Phoenix USC's progress you will have to use the following sorceresses. Phoenix USC Website - http://www.phoenixusc.com/ Phoenix USC Forum - http://www.phoenixusc.com/board Facebook - https://www.facebook.com/PhoenixUniverseOfSpaceCombat Google Plus - http://plus.google.com/u/0/b/102638684796408046432/102638684796408046432/posts Twitter - https://twitter.com/PhoenixUSC RSS Feed - http://www.phoenixusc.com/feed.rss Viemo - "https://vimeo.com/channels/phoenixusc" YouTube - https://www.youtube.com/user/PhoenixSpaceCombat I …
	
						
						Last reply by Cheese, - 
				
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Howdy, Just a little up date on my progress. I am still on track for delivering the alpha demo at he end of November or the beginning of December. All the basic features should be available and it will be preview of the what is to come in the online beta version of PUSC. Right now I am working on bot AI which is not bad at the moment as the bot will give you trouble and the ship settings seem close (movement/weapons). I am also setting up three different ships with different weapons packages (lasers/bombs and maybe mines) which you can select through the 'Ship' option in HUD. I am also trying to get the 'Buy' system to allow purchase of an additional weapon or two, it's …
	
						
						Last reply by Vidiot_X, - 
				
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Hi, I have posted some samples of the ambient soundscaps (music) I am developing for the alpha demo. You can have a listen to three one minute samples here. It looks as if I wont be able to have the demo available until next month at the earliest. I just could not cram into the demo everything left to do in such a short time frame. But, It should be ready late next month. You can always follow Phoenix USC at it's homepage: www.phoenixusc.com Rock on, - Rich -
	
						
						Last reply by Vidiot_X, - 
				
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Hi, This is a video of the alpha demos progress. I should have an early version available very soon. Be sure to register at phoenixusc.com . - Rich -
	
						
						Last reply by Vidiot_X, - 
				
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Hi, It is a sad thing that this forum will be closing according to Polix ( http://www.subspace.co/topic/27611-subspaceco-eol-october-31st/ ). You can follow Phoenix USC's progress at phoenixusc.com or you can follow here. You can also see the progress of the alpha and beta downloads here. I will try to have a special early alpha demo of Phoenix USC out by mid October if I can so that you can test drive the game engine and client, basically a preview of what is to come. It will be a special 'early' alpha demo aimed at the community here. It would be earlier then I had planned to release an alpha demo but given the circumstances here I thought it might be a good thing…
	
						
						Last reply by Vidiot_X, - 
				
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Hi, I have posted a video showing off the latest interface features, chat, IRC chat, ships and more. It views best at 720p and you can get a good look at the ships and tiled background as well as the interfaces. I had to record this on the server (client code being worked on) so ship explosions are not shown, but aside from that it is a good snapshot of development progress. Currently working on ship and buy systems. Changes to Phoenix site design, check it out ( http://www.phoenixusc.com ) Thanks for supporting Phoenix USC. - Rich -
	
						
						Last reply by Vidiot_X, - 
				
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Hi, Here are a couple of images of the map using a tiled image background which just works great for parallax'ing. Combined with the PD art space station the illusion of parallax'ing and movement is 'spot on'. You can also get a look at the HUD setup with radar as part of the HUD. The radar can be un-docked from the HUD as a free floating resizable window. HUD also folds to be smaller. Just a little update. - Rich -
	
						
						Last reply by Vidiot_X, - 
				
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Hi, Here are a couple of images of the ship/resource buy system interfaces in development. As you can see the GUI system is working well and is very capable. Basically where I am headed is a buy system that relies on limited classes of resources that include matching objects. So, a weapons class of "Guns" would include cannons, lasers and so on. The interface also doubles as an inventory of purchased items and a way of selecting them. - Rich -
	
						
						Last reply by 2pacZ, - 
				
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Hi, I have been working on the server and now have a complete client correction system in place. Basically what this is a way for the server to correct a connected clients position (game state) and more. This prevents clients from cheating and allows the server to be completely authoritative meaning it can control a connected client. Because clients now only send move/options data (left, right, thrust, fire and so on) there is no way for a client. For the more technically inclined the Phoenix USC server uses a method outlined in Gabriel Gambetta wonderful tutorial on fast paced multi-player games which you can find here. This method works really well and when coupled wi…
	
						
						Last reply by Vidiot_X, - 
				
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Hi, I put up a Twitch feed webpage on my site. Here. For now you will be able to check us out testing Phoenix USC, but after PUSC's release I may expand it to include others. - Rich -
	
						
						Last reply by Vidiot_X, - 
				
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Hi, Still hard at work developing PUSC. I have setup a server listing system for PUSC on my site and you see it in action here: Main Board Index http://www.phoenixusc.com/board/index.php Server info page http://www.phoenixusc.com/board/serversboard.php?action=more_information&sid=5 I am using sort of a minecraft JSON query protocol which works over TCP and is supported by the PUSC server which means the server can report it's status to a website or to the PUSC client launch application similar to how SS's works. The server listing on the site gets an update from the PUSC server every five minutes and reports who's playing, number of playes, the current map a…
	
						
						Last reply by Vidiot_X, - 
				
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Hi, I have been working on the server and client model for Phoenix USC over the last month. This, with out a doubt is the toughest portion of the project to code and develop. My goal is to make the client/server model as secure and cheat free as possible. This requires an approach known as client side prediction and an authoritative server. Basically a system that takes control away from the clients and makes the server the supreme authority on all aspects of the game. The biggest problem with developing a system like this in a 'twitch' style game like Phoenix USC is the lack of position, velocity and other data being sent from the clients. In the above model only moves…
	
						
						Last reply by Axe Demento, - 
				
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Shown here is a very large 1024x1024px background wormhole effect which includes blending effects like transparency and alpha blending. The bullets/lasers use a light blending effect that allows them to change color slightly to stay visible over the background effects. The 'in game' look is just awesome and the parallax effect is outstanding giving the game a realistic and pleasing look and feel. Very happy with it. If you are following Phoenix USC I welcome any feedback and look forward to getting our tech/preview demo ready for you to take a look at. Thanks for your support. - Rich -
	
						
						Last reply by Purge, - 
				
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Hi, I am experimenting with very large animated images as backgrounds. This wormhole effect is a 1024x1024 image scaled by 200% and LIGHT blended which gives it a bit of a lighted effect and Alpha'ed at about 60%. I'm in the process of allowing all parts to be animated or static which will help to liven up the game. - Rich -
	
						
						Last reply by Vidiot_X, - 
				
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http://www.youtube.com/watch?v=YPrckubBo-8&feature=youtu.be Hi, I have added shield effects for ships. Now weapons impact is indicated by an animated shield effect. In this development video the bot ships glow green and my ship glows red with the shield effect. This really helps with weapons impact tracking and looks cool. Also added is the energy status of each bot shown just under the ship. I have also reduced the size of the weapons sprite for general laser/bullet style weapons. This helps with less weapons clutter with lots of ships engaged in battle. Weapons like bombs and EMP's will have larger animated effects for weapons discharge. Generally all the weap…
	
						
						Last reply by PoLiX, - 
				
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Hi, I have a map editor introduction video posted here on Indie DB. Part 1 of a series explaining how to make maps and how the Phoenix USC engine works. Look for part two and three soon. Be sure to vote for Phoenix USC as 'Indie of the Year' on that page. - Rich -
	
						
						Last reply by Vidiot_X, - 
				
- 6 replies
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Hi, You can vote for Phoenix USC as Indie of the year here on my IndieDB page here. Just click on the "Vote for this game" button in the Indie DB banner near the top of the page. Thanks. - Rich -
	
						
						Last reply by Vidiot_X, - 
				
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Hi, Here are two videos showing animated weapons. Each bullet/bomb can have it's own animated image which allows all kinds of effects to be possible. The first video is bots vs me outside the base and the second is me battling inside the base. Not to late to vote for PUSC on Indie DB, vote here. Just click on the "Vote for this game". Thanks, - Rich -
	
						
						Last reply by Vidiot_X, - 
				
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Hi, This is a development video of the Phoenix USC preview demo I will be releasing . It shows the basic experience you will have playing the demo. I will be adding more weapon types/classes and ships as well as shield impact effects. I will also coordinate the weapons colors to match the team color of the ship. I also have several new ships to add, but I am getting very close to having the demo done. You will also see some of the GUI features and the global chat (IRC gateway) used in the game. All available on the Phoenix USC preview demo coming soon. The demo is a stand alone version of the Phoenix USC client and will include 100 bot's for you to obliterate as well…
	
						
						Last reply by Vidiot_X, - 
				
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Hi, I am shooting for the end of November to release a preview demo of Phoenix USC. This preview is a stand alone demo that will let you see how the game engine works and what you can expect to see in the beta release some time spring 2014. Although not able to connect to a server you will be able to get a good idea of the direction I am taking. One special feature is the IRC gateway that allows global chat outside of a Phoenix USC zone server. It will be working in the preview demo and sits in a fully functional window thanks to my custom built GUI system. You will also be able to sample several ships and test drive them in the multilevel map. I'm in the home stret…
	
						
						Last reply by Vidiot_X,