Gameplay trailer in-depth
By now, everyone has seen the trailer. We’re very happy with it but we also want to let everyone know that there is more to come. We know you’ve all been waiting a while to see something new, and while our teaser was a looker we knew we’d get people clamoring for gameplay footage. This is a more technical post to give everyone a thorough update on all our core mechanics and what state they’re currently in. Some things are were in the gameplay trailer, some things are so new that they didn’t make it in.
The one thing that just came out of the oven is new ship controls. More specifically, we’ve erred on the side of realism and created an honest to god ship thrust model. We have friction, drag, and all the goodies that comes with real-world physics. Of course, we’ve simplified a few things so gameplay doesn’t get too out of hand. The main one is that all ship motion assumes it has a left and right engine. We decided not to try to model a rudder system so having two engines on either side of the ship becomes essential in turning. You can put your ship into discrete levels of forward or backward thrust, so far 7 to be exact (from -3 to 3). This basically means both the left and right side engine(s) are at the same power. Turning the ship lessens the thrust of one side and increases the other. With this, you can expect realistic ship movement. For example, it’ll take some time to come to a full stop but we’ve toned down some of the realism to ensure maneuverability and a fun control experience. But since everything is still based on a realistic system, everything just operates as you would expect it to a phenomenal degree.
First gameplay trailer soon/now
I guess some people on our beta list are affiliated with some big gaming websites because our trailer ended up on one this morning 😛 What we wanted to do was give our fans a heads up before we start posting to media sites. But you can go watch it now already since our leaking skillz are 1337.
The trailer contains our first testable gameplay footage. That’s the main reason we’ve been in the dark for the past few weeks–we’ve been busting out bugs and ensuring that our systems and graphics are as accurate as possible. We still have a lot to do but we wanted to give everyone an update on where we’re at. Rest assured, you’ll be seeing lots more weapons, repair activity, and enemies in the skies.
Yes, weaponized clouds is a thing.
Costume Design Contest!
We’re really excited to announce a character costume design contest for Guns online. Finalists get some Guns Online swag, and the winner’s concept art will be used in the final game! So get out your sketchbooks and start designing!
Full contest rules below.
Game For All: Min/Max Edition
So one of my favorite games has to be Diablo II. Yes, it’s basically click all the things. Yes, there are too many ways to fail in the skill tree. Yes, I always defend this game because I played the hell out of it. How many characters did I roll? How many mules did I have that were full of Stone of Jordans? My Hammerdin was awesome. My Bowazon destroyed everything. If I put points into the wrong skill, I just transferred my items with the help of friends and power-leveled my new character and kept trading for crazy items. Don’t even get me started with items… that was what put the frosting on the cake.
Dynamic Music
Our composer, Adam, has cooked up great new music for Guns Online – and at the same time, we’ve designed a system which allows for music in game to be driven by in game events.
Here is a sample of one of his tracks for Guns Online – if you’re interested in our music system, read on and I’ll go into some depth on our implementation of dynamic music in Unity.
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