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Vidiot_X

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    http://www.phoenixusc.com

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  1. Hi, This is an online test of the Phoenix USC server and client as viewed from a client with the server hosted on on a VPS, actual online game play. Here you will see (video) a complete capture the flag match start to finish as 80 server controlled bots and I battle for the flag. This online test of the pre-alpha version of Phoenix USC marks a milestone in development. This is a very short match which is rare but better for video length. I am very happy with the network and tween/smoothing performance and the overall server and client performance. Very fun to play even at this early stage. I will be updating on possible pre-alpha client release dates. In general these first early test will be handled in our discord server so why stop by and say hello. Below are images that help describe how a capture the flag match works. Between CTF (capture the flag) matches the system holds a 60 second intermission. You can see in the images below the HUD showing Intermission status and the Last winning team. After the intermission ends the match begins and the HUD match timer is gray and not counting down and the team status shows unclaimed flag. Once a team player / bot touches the flag the match countdown timer will start, yellow if your team possesses flag and red if not. The team currently holding the flag will be shown in the HUD's team status. A match will range in time played. Once a challenging team player or bot touches the flag the countdown timer will be reset to 1:30. Once the countdown timer reaches zero that team wins. I hope you take a look at the video as it really shows it all very well. I will have more updates soon. More soon. Vidiot_X Visit here for more information: Phoenix USC Website: https://www.phoenixusc.com Phoenix USC Discord: https://discordapp.com/invite/gRSqcQG
  2. 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
  3. 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
  4. Dedicated man!
  5. 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.
  6. 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. This allow bots to navigate in all areas in and around the base arena. All normal and specular maps are redone. This has improved lighting greatly and reduced specular artifacts to almost zero. It has also has greatly improved the visual clarity with better contrast and highlights. Some static lights have been removed and others have been resized and positioned to reduce the lights used in game. Changes to ship lighting for a cleaner brighter look. Your player ship is now supports a main dynamic light. This improves the look and works better with real-time shadows. All other lights are static and "do" interact with the map and all ships. All remote player and bot ships are affected by all lights and shadows in game. Code changes to attach mode. Development here is ongoing and will mimic current SubSpace / Continuum attach modes. For now I have attach mode working so that you can attach to a player and detach all with a key stoke (F7). Networking code improvements. These are the development highlights for this month. I will be working on attach mode getting it ready for match play and then moving to repel. Once these features are in place I will be working on a simple capture the flag match play system to get us going. Moore soon... Vidiot_X
  7. 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 regular progress updates here and as we go along. For now you can checkout one of the sites below to catch up on Phoenix USC's progress. Awesome to be back! More Soon... Vidiot_X Phoenix USC Discord Phoenix USC ITCH.IO Phoenix USC YouTube Phoenix USC Website Phoenix USC Development videos: .
  8. 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 still am on track for a late November / early December standalone alpha demo release. I would encourage you to follow Phoenix's progress and get a copy of the alpha demo when it is out. As a continuum player I can guarantee you will be blow away by the leap in performance, features, visuals and an experience you only dreamed about in SS/Continuum. I would like to thank Polix for allowing me to have a forum here. I am going to miss being here and I wish him well. The spirit of SS will live on and I aim to make it happen. - Rich -
  9. That would be me as well. I will miss this place and all of you. Polix you rock and may you find a new passion and have a happy life. Thanks for all you did and all that you spent. At the end all I can really say is thank you. - Rich -
  10. 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 a little difficult to do as it is setup for a server and not a standalone demo, but I think I can modify it. Lastly, fixing bugs, tweaking sounds/graphics and more. I am very hopeful this alpha demo preview will stimulate some wide spread interest. Technically, I am very happy with PUSC's performance and it's look and feel. I have gone to great lengths to develop a professional game over the last year and ten months. If you are Continuum player, well, you should be 'blown away' by PUSC. At lest that is my hope. So, look toward the end of November for the demo and please spread the word. - Rich -
  11. Hi JoWie, I might do that in the beta release. It would not be to hard to do. - Rich -
  12. 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 -
  13. Made it to 18th today in rank on IndieDB. Lot's of interest in the up coming demo.
  14. 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 -
  15. Hi, I have added in impact effects to PUSC. In this video you can see that all of the weapons in Phoenix USC use separate animated images for impact effects allowing for a colorful and easy way to tell what weapons are impacting a ship or other object. It will be in the 'early' alpha demo. - Rich -
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