What changed
0 fixes3 additions2 changes0 removals
changedThe following is a tentative ASTROKILL development schedule. This will be updated and reposted over the next few months as progress is made. Key: Minus sign (-) = unfinished item Plus sign (+) = finished item Letter "o" = obsolete item
addedPHASE 1 (December 2016) - COMPLETEAsteroids + replace all asteroid-fragments with more realistic models + add/replace all other asteroids Turrets + introduce more complex, realistic turrets (based on the Phalanx system) + allow destruction of turret-components to reduce functionality (destroy pitch-motors) Radar + create functional and destructible radar-dishes that broadcast enemy-locations at long ranges + allow player to see what friendlies see (share detections across team) + create separate visual-detection and instrument-detection systems to give radar strategic importance HUD + simplify and rearrange HUD to give a military glass-cockpit feel Radio-dialog - make existing dialog less distracting (blend vocals with existing SFX) SFX - add in-vehicle reverb to muzzle-sounds Campaign lock-down + temporarily lock campaign during overhaul + reduce price by 50% during overhaul to reflect fewer playable levels
addedPHASE 2 (February 2017)Destructible Props - create military containers, industrial equipment, etc. for senseless destruction Customizable Fighters - replace existing fighters with component-based fighters - create fighters by combining engines, cockpits, fuel-tanks, gun-systems, and body-panels - implement a variety of selectable body-panels and guns - allow player to customize loadouts and specs of each ship Dropships - replace existing dropships using new ship-components Supply Ships - replace existing fly-through-hangars with simpler/easier system - create supply-ships to provide new rearming capabilities Space Stations - replace existing depots with component-based space-stations - create destructible windows that expel equipment and personnel when broken - create centrifuges for artificial gravity - allow capturing of space-stations and its affect on victory-conditions
addedPHASE 3 (April 2017)Freighters - replace existing freighters with industrial freighters influenced by real-world cargo-ships Shuttles - create civilian shuttles for assassination and escort-missions Capital Ships - replace Hammurabi with new component-based version - create an OBA-styled capital ship Campaign re-release - re-purpose existing campaign-levels to accommodate new game assets - add more strategic levels that make use of radar and other new features
changedPHASE 4 (June 2017)Unreal Engine - upgrade to the latest and greatest Unreal Engine Gold Release - publish full release on Steam - buy bottle of brandy
ASTROKILL changes
changedThe following is a tentative ASTROKILL development schedule. This will be updated and reposted over the next few months as progress is made. Key: Minus sign (-) = unfinished item Plus sign (+) = finished item Letter "o" = obsolete item
addedAsteroids + replace all asteroid-fragments with more realistic models + add/replace all other asteroids Turrets + introduce more complex, realistic turrets (based on the Phalanx system) + allow destruction of turret-components to reduce functionality (destroy pitch-motors) Radar + create functional and destructible radar-dishes that broadcast enemy-locations at long ranges + allow player to see what friendlies see (share detections across team) + create separate visual-detection and instrument-detection systems to give radar strategic importance HUD + simplify and rearrange HUD to give a military glass-cockpit feel Radio-dialog - make existing dialog less distracting (blend vocals with existing SFX) SFX - add in-vehicle reverb to muzzle-sounds Campaign lock-down + temporarily lock campaign during overhaul + reduce price by 50% during overhaul to reflect fewer playable levels
addedDestructible Props - create military containers, industrial equipment, etc. for senseless destruction Customizable Fighters - replace existing fighters with component-based fighters - create fighters by combining engines, cockpits, fuel-tanks, gun-systems, and body-panels - implement a variety of selectable body-panels and guns - allow player to customize loadouts and specs of each ship Dropships - replace existing dropships using new ship-components Supply Ships - replace existing fly-through-hangars with simpler/easier system - create supply-ships to provide new rearming capabilities Space Stations - replace existing depots with component-based space-stations - create destructible windows that expel equipment and personnel when broken - create centrifuges for artificial gravity - allow capturing of space-stations and its affect on victory-conditions
addedFreighters - replace existing freighters with industrial freighters influenced by real-world cargo-ships Shuttles - create civilian shuttles for assassination and escort-missions Capital Ships - replace Hammurabi with new component-based version - create an OBA-styled capital ship Campaign re-release - re-purpose existing campaign-levels to accommodate new game assets - add more strategic levels that make use of radar and other new features
changedUnreal Engine - upgrade to the latest and greatest Unreal Engine Gold Release - publish full release on Steam - buy bottle of brandy
The following is a tentative ASTROKILL development schedule. This will be updated and reposted over the next few months as progress is made. Key: Minus sign (-) = unfinished item Plus sign (+) = finished item Letter "o" = obsolete item
PHASE 1 (December 2016) - COMPLETE
Asteroids + replace all asteroid-fragments with more realistic models + add/replace all other asteroids Turrets + introduce more complex, realistic turrets (based on the Phalanx system) + allow destruction of turret-components to reduce functionality (destroy pitch-motors) Radar + create functional and destructible radar-dishes that broadcast enemy-locations at long ranges + allow player to see what friendlies see (share detections across team) + create separate visual-detection and instrument-detection systems to give radar strategic importance HUD + simplify and rearrange HUD to give a military glass-cockpit feel Radio-dialog - make existing dialog less distracting (blend vocals with existing SFX) SFX - add in-vehicle reverb to muzzle-sounds Campaign lock-down + temporarily lock campaign during overhaul + reduce price by 50% during overhaul to reflect fewer playable levels
PHASE 2 (February 2017)
Destructible Props - create military containers, industrial equipment, etc. for senseless destruction Customizable Fighters - replace existing fighters with component-based fighters - create fighters by combining engines, cockpits, fuel-tanks, gun-systems, and body-panels - implement a variety of selectable body-panels and guns - allow player to customize loadouts and specs of each ship Dropships - replace existing dropships using new ship-components Supply Ships - replace existing fly-through-hangars with simpler/easier system - create supply-ships to provide new rearming capabilities Space Stations - replace existing depots with component-based space-stations - create destructible windows that expel equipment and personnel when broken - create centrifuges for artificial gravity - allow capturing of space-stations and its affect on victory-conditions
PHASE 3 (April 2017)
Freighters - replace existing freighters with industrial freighters influenced by real-world cargo-ships Shuttles - create civilian shuttles for assassination and escort-missions Capital Ships - replace Hammurabi with new component-based version - create an OBA-styled capital ship Campaign re-release - re-purpose existing campaign-levels to accommodate new game assets - add more strategic levels that make use of radar and other new features
PHASE 4 (June 2017)
Unreal Engine - upgrade to the latest and greatest Unreal Engine Gold Release - publish full release on Steam - buy bottle of brandy