ASE v0.10a
Hello everybody.
It's been a busy few months as always, between work, study, music and my other personal responsibilities (in fact, I'm pushing this update as I'm on the road). Outside of this update, there's a few other bits and pieces that I've been working on regarding the project that I'm ready to talk about. Let's get started!
Bug Fixes
- Options menu should now work in ultra-wide screen formats (hopefully, I don't have an ultra-wide monitor)
- Enemy aircraft should no longer fly into the ground (for real (????))
- Keybinding prompts should be much larger and easier to read
- Disabling targets should also drop player and AI weapons lock on these targets
- AI should no longer shoot missiles at nothing
- A whole bunch of other stuff, I'm sure
Known Bugs
- Missiles launched at high speeds may have weird looking, very sparsely placed trail particles
- VFX objects like missile smoke and damage smoke ignore post processing and always render in front of clouds
- Voice balancing is very quiet for certain lines (I just haven't properly put them through Audacity sorry)
- Terrain textures in larger maps can look low-res when slightly far away from player
- Tutorial input prompts for missiles and allied support are incorrect (can't get a hold of the author - still investigating a solution)
- Screwing too much with the hangar buttons may duplicate missile loads
- Allied missile smoke trails may disappear upon impact
- Allied fighter support may wiggle around depending on the player's flight characteristics
- When using the simplified control scheme on a controller, the camera can stutter during movement
- Keybinding prompts do not show up for joysticks (cause the asset doesn't support them)
- Turrets do not use vertical rotation (this is more of a model limitation)
- Camera can move when paused and using the simplified control scheme (could be a feature though)
- Control Scheme selection in the Controls Screen needs to be pressed once before responding
- Showing the instructions screen doesn't make Survival Mode and Tutorial Mode go away
New Features
- Simplified Control Scheme
A brand new control scheme designed for both controller and mouse + keyboard. Point the camera in the direction you want to travel and the aircraft will automatically fly in that direction! Camera is controlled using the mouse or the right stick on the gamepad. Roll can be manually overriden using the A/D keys or the left stick. All other controls remain the same as the regular scheme and can be remapped. You cannot remap the pointer input, but you can invert the pitch if you want.
The tutorial has been updated to check which control scheme you are using, so give it a go if you want to be guided through the new scheme. - In-Game Options
Small options menu in the pause menu to allow for control scheme switching and pitch inversion. You can also change the control scheme from the normal controls page in the title menu. - Joystick Support (?????)
This one's a bit dumb. I added support for the Thrustmaster HOTAS 4, but I'm not sure if it will work on other joysticks. I know Unity's built-in input system kind of hates joysticks, so don't expect much. This isn't the dumb part. The dumb part is that I tested it like 2 months ago and then I packed up my joystick somewhere, and now I don't remember the bindings nor where I put the joystick. When I get back from travelling I'll find out where it is and push an update that provides the bindings. I don't think you can rebind the joystick manuallly. - Cutscenes
Initial refactor of lunetis's old cutscene code to generalise it and play any number of cutscenes at any point during a mission. I haven't been able to figure out the finer details on this, like turning the AI off in an efficient way, though.
- Checkpoints
Adds an ability to designate a checkpoint and resume the mission half-way through. This is a pretty finicky implementation that relies on nominating certain objects to be disabled or enabled based on saving a mission phase parameter and reading it back when the restart from checkpoint option is selected. - New Weapon Type - Gunpods
Gunpods are an entirely new weapon archetype. They use the same hardpoint/weight mounting solution, but don't add a weapons slot. Instead, they're slaved to the internal gun and fire in conjunction, functionally increasing the amount of ammunition and damage available. Currently available on the I-21. - New Mission: Operation Ultima
A mission demonstrating new cutscene and checkpoint features. Assist Ogre Battalion in assaulting Fortress Alioth and putting an end to the war. - New Game Mode: Survival
A real quick bare-bones survival mode putting you up against an infinite number of enemy aircraft. Weapons restock every 25 kills. Really only put this in for a quick-start demo I can show people. - Turret System
Controls a network of multi-barrel turrets, working like an artillery unit that fires at other vehicle units within range. Unlike other ground units, the turret rotation is animated. - Added Snow VFX
- Added controller shake on stall
- Added sparks hit effect for bullet impacts
What's Next?
In the ASE v0.09a update, I spoke about my work on the game and the limitations holding me back from committing to a full development cycle. These problems are highly complex and can't be resolved through simply purchasing an asset from the Unity store or doing more homework (at least, if I didn't want to spend another 10 years figuring out how shaders and the depth buffer works)
During the past few weeks, I've been doing some investigation as to the feasibility of resolving these problems on top of my regular update work. This has allowed me to identify several potential avenues to explore regarding long term, serious development of ASE to bring it into a state which aligns with my own minimum expectations of what a game in this genre should look like. I've carefully examined my own personal and professional situation and think I have what it takes, so I'll give it my best shot.
In the course of my research, I have realised that making video games requires more work than I initially thought. There are so many things you need to account for, not only from a technical perspective but also project management, legal and financial considerations. That being said, a lot of this stuff falls under what I do for a living normally, so I'm confident that I should be able to manage things responsibly.
Risk mitigation remains priority #1 not only for me, but for the people who are interested in my game. While I've been treating development as a fun distraction up until now, further development will require an increased time and financial commitment. I am not keen to risk my own time and money - and more importantly, that of others - for an uncertain outcome. My basic principles will remain the same:
- I'll try to do as much of the project as I can by myself.
- I'll try as hard as I can to develop a realistic, achievable product using the resources and time I have available.
- Where I need help, I will compensate fairly and up-front. No volunteer or revenue-sharing arrangements.
- I won't commit to any obligations or deliverables on my end until I'm confident I can meet them.
- If I identify threats to the viability of the project, I will assess their impact on development and invest in controls or contingencies where appropriate.
While I get everything sorted out, v.10 will probably be the last major update to ASE on itch. Everything that I wanted to achieve with this project has been done and while a lot of things are very janky, I'm happy with the material and mechanics that are in the build and content to polish them out as part of development later on. There may be a few bug-fixing patches or I might try to work on better joystick support, but I have no plans to add any further changes or content to the core of the game.
With this out of the way, I guess I'll also cover what we can hopefully expect to see in the next iteration of ASE.
What Will Stay
- The base Operation framework from lunetis which has formed the core of ASE
- All additional game mechanics, such as allied support, hangar + loadouts, take-off and landing, mid-mission resupply, big maps, etc.
- The HUD
- The RPN Mk. 1D
- A few of the ground models
What Will Go
- All CC by Attribution models
- All audio, including all music, voice and sound effects.
- The current VFX and cloud solution
- All campaign content
- Current hangar system
idk lol
- Models taken from a previous iteration of ASE
- Sirius One and AWACS Panopticon
- General story/world-building content
- Current AI systems
- Current options screen mechanics
In addition, everything that will stay will also go through a period of rewriting/optimisation to fix tech debt and improve performance. This will happen alongside content development. As such, the next iteration of ASE will require some time. As usual, I'll try to post updates here and there on my Twitter/X. Please feel free to follow if you'd like.
It has been a pleasure and a privilege to have so many people play my dumb little game. I can't believe that it started off as a stupid distraction I made after watching Top Gun 2.
Until next time,
Mack
I never got around to updating the hangar system. Woops :/
Files
Get At Skies' Edge
At Skies' Edge
watched too much top gun
Status | In development |
Author | Mackerel Sky |
Genre | Simulation, Action, Shooter |
Tags | Flight, War |
More posts
- ASE v0.10b32 days ago
- ASE v0.09aJul 20, 2024
- ASE v0.08bApr 25, 2024
- ASE v0.08aApr 13, 2024
- Development UpdateFeb 25, 2024
- 0.07c HotfixJan 24, 2024
- 0.07b HotfixJan 22, 2024
- ASE 0.07aJan 19, 2024
- v0.06b HotfixDec 11, 2023
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