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Nomad Fleet (Space RTS / PC)

Discussion in 'Works In Progress - Archive' started by Kondor0, Oct 7, 2014.

  1. Kondor0

    Kondor0

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    UPDATE 09/05/2015:

    The game has been greenlit! thanks for your support!

    UPDATE 18/04/2015:

    I started a Steam Greenlight campaign: http://steamcommunity.com/sharedfiles/filedetails/?id=427297728

    I also have a trailer:



    ------------------------------------------------------------------------------------------------------------

    UPDATE 13/03/2015:
    I have playable prototypes for PC, Mac and Linux here: http://www.indiedb.com/games/nomad-fleet/downloads

    ------------------------------------------------------------------------------------------------------------

    Hi, my name is Jorge and I would like to show you my first PC project: Nomad Fleet.

    What is Nomad Fleet?

    Is a real-time strategy game set in space with procedural levels. You control a fleet of spaceships and jump from sector to sector while harvesting resources, fighting hostile aliens, trading and researching while being chased by a mysterious alien species that has mankind nearing it's extinction.

    Comparisons are inevitable so let's say I have been heavily inspired by Homeworld and FTL.

    A bit of the Story

    Two hundred years have passed since Earth's destruction.
    The few remnants of Mankind survive crowded in their spaceships.
    A nomad race, a cursed race.
    Dreaming of a promised land and peace, we roam the stars and scavenge for resources while the rest of the galaxy looks the other way.
    We have tried before but the Great Enemy keeps chasing us every time we try to colonize a planet or gather in great numbers.
    They are the gardeners and we are the weed.
    But nothing of that matters anymore because the Great Enemy has returned and we are few, we are spread and we are weak. Is just a matter of time before they can finish the job.
    But in our desperation, a glimpse of hope: an Ancient Hyperspace Gate has been found and it appears to be powerful enough to take a whole fleet to another galaxy, far enough to finally outrun our pursuers.
    We just need to cross the whole galaxy... and you'll take us there, Commander.

    Enough talk! What can you show us?

    Here's some gifs and captures showing my current progress:

    Human fighters vs Alien Dreadnaught



    Tactical map

    http://gfycat.com/LimpingAssuredCopepod

    Hyperspace jump effect test

    http://gfycat.com/ColdSociableCicada

    Galaxy Map




    Other info?

    - Is my first PC project but not my first game. I have two published Android games (enough to make me realize that I don't really enjoy making mobile games).
    - For the moment there's no website, Twitter, etc. I've been focusing only in the development but I intend to correct that.

    Thanks for your time!

    http://nomad-fleet.com/


     
    Last edited: May 9, 2015
  2. Kondor0

    Kondor0

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    Hi

    Here's another update, I've been working in several things like pooling and UI but here's something more visual to show. I'm testing some bombers, the gif is heavy so you can watch a lighter version here if you want: http://gfycat.com/FlakyPhysicalCopperbutterfly


     
  3. KheltonHeadley

    KheltonHeadley

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    Space Moss?
     
  4. Kondor0

    Kondor0

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    What do you mean?
     
  5. KheltonHeadley

    KheltonHeadley

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  6. Kondor0

    Kondor0

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    Oh, I see it now. Yeah, that's a nebula generated by the Space Unity plug in (loses quality with the gif compression too).

    I would like to get some cooler skyboxes but for now that's not in my priorities.
     
  7. TOBII_Rickard

    TOBII_Rickard

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    What is your preliminary releasedate if i may ask? :)
     
  8. Kondor0

    Kondor0

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    No idea, I hope that is not more than a year from now but it could take more because in around 6 months I'll have to get a new day job (I'm unemployed and funding the game with my savings) and that will slow down the project.

    I hope to get a good prototype before that and maybe get some extra funding but I wouldn't count on that.
     
  9. Kondor0

    Kondor0

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  10. Savvon

    Savvon

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    I like the way you use .gif's in your presentation. That in itself is fun for me! :p

    I think the game is looking great and off to a good start. I see a lot of influence from Homeworld, which is a good thing.

    Keep us updated. :)
     
  11. Kondor0

    Kondor0

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    Yeah, too much time in gaming forums had teach me to value the power of a gif. Sadly they are too heavy, I wish I could embed gif from gfycat or webm directly. Well, eventually I'll start posting videos instead.

    Thanks for your comments.
     
  12. Kondor0

    Kondor0

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  13. TheRaider

    TheRaider

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    how did you do the hyperjump effect?
     
  14. Kondor0

    Kondor0

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    I used a shader with the clip instruction, I remember basing my solution in something I saw in this forum but I can't find the original post to give credit to the guy... well, here's the code of the shader:

    Code (CSharp):
    1. Shader "Custom/Hyperspace Advanced" {
    2. Properties {
    3.     _Color ("Main Color", Color) = (1,1,1,1)
    4.     _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
    5.     _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
    6.     _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
    7.     _Illum ("Illumin (A)", 2D) = "white" {}
    8.     _BumpMap ("Normalmap", 2D) = "bump" {}
    9.     _EmissionLM ("Emission (Lightmapper)", Float) = 0
    10.     _planePoint ("plane point", Vector) = (0,0,0,0)
    11.     _planeNormal ("plane normal", Vector) = (0,0,1,0)
    12. }
    13. SubShader {
    14.     Tags { "RenderType"="Opaque" }
    15.     LOD 400
    16. CGPROGRAM
    17. #pragma surface surf BlinnPhong
    18.  
    19. sampler2D _MainTex;
    20. sampler2D _BumpMap;
    21. sampler2D _Illum;
    22. float4 _planePoint;
    23. float4 _planeNormal;
    24. fixed4 _Color;
    25. half _Shininess;
    26.  
    27. struct Input {
    28.     float2 uv_MainTex;
    29.     float2 uv_Illum;
    30.     float2 uv_BumpMap;
    31.     float3 worldPos;
    32. };
    33.  
    34. void surf (Input IN, inout SurfaceOutput o) {
    35.     clip(dot(IN.worldPos - (float3)_planePoint,(float3)_planeNormal));
    36.     fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
    37.     fixed4 c = tex * _Color;
    38.     o.Albedo = c.rgb;
    39.     o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a;
    40.     o.Gloss = tex.a;
    41.     o.Alpha = c.a;
    42.     o.Specular = _Shininess;
    43.     o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
    44. }
    45. ENDCG
    46. }
    47. FallBack "Self-Illumin/Specular"
    48. }
    49.  
    The idea is that you change the parameters of the material in your code telling it where the material must be clipped and in what direction (the red plane is just for show):

    Code (CSharp):
    1. renderer.material.SetVector("_planeNormal", newNormal);
    2. renderer.material.SetVector("_planePoint", newPoint);
    3.  
     
  15. TheRaider

    TheRaider

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    thanks, I really need to learn more about shaders!
     
  16. Kondor0

    Kondor0

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    I added new ships, you can see them in this link: http://gfycat.com/RareBleakDunnart

    They are:

    - Terran Destroyer.
    - Terran Escort Frigate.
    - Xeno Destroyer.
    - Xeno Bomber.
     
  17. Kondor0

    Kondor0

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    Making some stress tests (98 ships in this one including fighters):



    The Profiler is a good friend so far...
     
  18. Kondor0

    Kondor0

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    Finally, this thing is starting to look more like a game. I got this video that is not visually striking but shows the tactical map where you can see all the ships as icons (people that have played Homeworld must be familiar with this and how useful it becomes when you lead a fleet in a 3D environment).

    Also now the ships can be ordered to attack more than one enemy and will attack their "favorite enemies" first (for example: a bomber will go against a capital ship and a interceptor will go against bombers first) and sort them by distance.

    http://a.pomf.se/dozncb.webm
     
  19. Kondor0

    Kondor0

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  20. Sykoo

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    This looks super-cool! Great job also posting lots of pictures and GIFs as they're appreciated by anyone who is intrested to check out the thread in general :)
     
  21. Kondor0

    Kondor0

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    Thanks, the idea was to attract attention. Sadly, is still not enough to convince people to download my prototype it seems (well, who can blame them? downloading 215 MB and executing a file from a stranger are big deterrents).
     
  22. Sykoo

    Sykoo

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    Don't worry, just be patient and they will come in time :)
     
  23. Kondor0

    Kondor0

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    I've been working in three new features: building ships, harvesting resources and docking small ships in the Mothership.

    The building feature is already present in the prototype and here's a screenshot of the new harvester (resource collector ship):



    Now, I'm working in the docking feature. I hope to get it done this week so I can include it in a new version of the prototype.
     
  24. Kondor0

    Kondor0

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    Ok, so the fighters (interceptors and bombers) are very small so they are hard to see specially in battle so I modified them so they show their icons when they look too small. In that way the player will have a better idea of where his smaller ships are:



    I also fixed a bug where the icons and UI had some sort of lag compared to the real position of the ships.
     
  25. Kondor0

    Kondor0

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    For anyone that doesn't have time to try my prototype (or doesn't want to) I made a short video showing the basic gameplay. Of course, it's no trailer just something quick that I hope makes the gameplay clear to anyone (I would probably have to recruit someone to care about marketing though because that's clearly not one of my talents):

     
  26. Kondor0

    Kondor0

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    Working on obstacle avoidance now. Steering behaviours are hard, I hope to get better at them with some time:

     
  27. JCRL86

    JCRL86

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    Very interesting game, since I like HW games, I'll test your demo
     
  28. Kondor0

    Kondor0

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    Thanks, any feedback is welcome.
     
  29. Kondor0

    Kondor0

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    Just finished working in an alien light carrier. Now the AI can reinforce it's fleet:

     
  30. Kondor0

    Kondor0

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    Working in the pirate faction now:

     
  31. TheDarkBadger

    TheDarkBadger

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    Wow, the pirate ships are really nice, good job!
     
  32. Kondor0

    Kondor0

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    Thanks, I think I'll add some skull decals or something.
     
  33. DeadKenny

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    Some of those ships look really similar to the Hiigaran ships in Homeworld. Possibly too similar but that my opinion.

    Game looks like its making good progress.
     
  34. Kondor0

    Kondor0

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    I'm sure the artist was inspired by Homeworld to make the ships. I know I was inspired by Homeworld to make the combat.
     
  35. rogueknight

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    I like the game premise! I can definitely see the Homeworld inspired elements. Things are looking great so far. Just thought I would mention something I noticed playing the demo.

    Whenever I opened the build or research menus, I found myself instinctually trying to exit out or minimize the display by pressing the escape button. Perhaps it could be changed to where if the build or research menu are active the escape button closes them, and then a secondary press of the escape button brings up the exit menu. Just a thought.

    Anyhow, nice work and look forward to watching this project!
     
  36. Kondor0

    Kondor0

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    That's good advice, thanks!
     
  37. Kondor0

    Kondor0

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  38. Kondor0

    Kondor0

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    Experimenting with PBR (click the images for a bigger picture):


     
  39. Kondor0

    Kondor0

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  40. Kondor0

    Kondor0

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    Testing some laser corvettes now...

     
  41. Kondor0

    Kondor0

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    New playable versions released!

    This time I added 3 new levels, new ships and mechanics like trading, I also made many fixes and changed the explosions and skyboxes.

    The links are the same mentioned before.



    If you want you can check the IndieDB article for more information.
     
  42. Kondor0

    Kondor0

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    I'm putting more effort in the marketing so I made an Official Website and a trailer:

     
  43. Kondor0

    Kondor0

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  44. Kondor0

    Kondor0

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    I'm working in the intro of the game and I could use some feedback and suggestions (I'm no writer nor english native speaker so I'm interested in knowing if the text is good enough):

     
  45. Kondor0

    Kondor0

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    FINALLY! my game has been approved in Steam Greenlight!
    Thanks to everyone for your support!

     
  46. rogueknight

    rogueknight

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    Congrats on making it to steam! Looks like you have put alot of effort into it since I have last tried it. Looks very good! I will have to give it another go here soon!
     
    Kondor0 likes this.
  47. Kondor0

    Kondor0

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    Thanks! yeah the game has grown a lot.
     
  48. Kondor0

    Kondor0

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    First test uploading a build to Steam and executing it works without problems so far:



    Soon I'll be ready for release, I'm so excited!
     
  49. ShilohGames

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    Congratulations.
     
  50. Kondor0

    Kondor0

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    Thanks!