Tuesday, 20 October 2015

Surviving Alpha

Hey guys!

It's been a while, and we've got some cool new changes to Scourge.

Scourge of the Skies Alpha Demo is available now.


For the last month, we've been heads down, working hard to add as many features as we could before our alpha deadline.

We're happy to announce that we've added some of the most exciting and most requested features to Scourge.

These include, the much requested mini-map and score indicator,

A GUI minimap and score indicator courtesy of Harry and Andy.

improved physics

It's now easier to fly without losing passengers!


and vehicle weapons/countermeasures.

The pink streak heading towards Player 1 is an 'fire and forget' Homing Missile.


Of course, to compliment these new additions, we've also re-textured and polished much of the art, changed player controls and added a streamlined tutorial to the game.

Our cinematic instructions make for a smooth tutorial.


Basically, the last month has seen us taking big steps towards making the game we envisioned. I couldn't be prouder of the team and the effort they've put in over the last few weeks. They really stepped up to the challenge, and I hope you guys can feel the difference when you play the game.

If you'd like to check out these changes, improvements and the latest gameplay, feel free to try our Alpha demo:

Download (136 MB Zip Archive): 
https://github.com/patferguson/Storms-Project/releases/download/v1.0.0/ScourgeOfTheSkies_Alpha.zip


4 Xbox controllers are required to fully enjoy the experience. 
We've still got a lot to do, and we look forward to showing you future builds. For all Scourge of the Skies updates, check back here, and keep an eye on the skies.

Friday, 9 October 2015

Build v0.9.0! Pre-GCAP Student Showcase

Leaving the nest
Prepared a release entry for the GCAP Student Showcase awards. We've begun moving the game towards more party-game aspects.
Note that you will need an Xbox controller for each player who wishes to play.
Major changes:
-Simplified player controls, diminished roll,
-Made camera inversion match ship inversion.
-Added battle-mode style.
-Disabled player damage and repair for now.
-Made the passenger tray gooey-er.
-Altered the slipstream force, made it more gradual.
-Updated models with non-block-out assets.

Game Banner


Wednesday, 23 September 2015

A Plausible Sky-World?



Lately, we've been looking into ways to breathe life into our game environments. Elouise's skybox and building assets have certainly taken us a long way from the greybox level we originally had, and the Airship models, courtesy of Harry, have added a great deal to the atmosphere.

However, we're still honing in on what makes this place come to life. Is this place plausible? What laws and logic apply here? Basically, 'how does our world work'? 
A Pirate Airship docked at a floating village. 
Row Deakins, and myself have been experimenting with a variety of ways to merge the core components of gameplay with the environment. This can throw up challenges, as our relatively unique game location doesn't provide us with much reference material. 

For example, imagine you are playing a dungeon crawler RPG. Upon entering a room, a portcullis may slam down behind the your character, locking them in. This is both thematically appropriate, and functional for gameplay. However, we don't have the luxury of being able to reference 16th century castles. We have to be more abstract in our approach to world design. 

Row found that placing Repair Zones inside hollow islands provided the player with an exciting navigational challenge.
Naturally, we've taken inspiration from a variety of different sources that depict sky-worlds. Everything from Jame's Cameron's Avatar to Nintendo's Skyward Sword has provided us with ideas. But now we realise that the world and its rules are ours to construct. We determine what is 'logical' and what is 'possible' in Scourge of the Skies. Some hard decisions had to be made.

Maybe we should call this sky village 'Anchorhead'. 
In the world of Scourge, islands float irrespective of gravity, but Airships stay aloft with big helium balloons. 
Wind fills the sails of our ships, but each village use electric generators for power. 
And dropping enough passengers into giant nets will get you a promoted to Sky King. 

Sound crazy? Sure. But with some creativity and determination, we might just make it plausible. 

Thursday, 17 September 2015

Meet the Factions!


Finally, we get to unveil our Airship clans! In engine! With gameplay! 
These ships have been in development for a while, we're very happy to unveil them properly now! 

The Navy - Proud fighters, the authority of the air. 


The Tinkerers - Resourceful technocrats, scavenging the skyworld.

The Vikings - Violent marauders, warriors wandering the winds. 


...and, of course, The Pirates - Flying buccaneers, the scourge of the skies. 


We're very excited to have these guys in the game. They really breathe life into the skyworld and allow us to flesh out the world of Scourge of the Skies!  

Hope you guys like the look of our clans. We're aiming to have a new playable build up and ready in the next few days. Remember to keep and eye on the skies!






Saturday, 5 September 2015

Slipstreams

As we mentioned earlier this week, we've implemented slip-streams and air currents to Scourge.
Slipstreams in the Unity Editor
This is thanks to our programmer Andy who designed and created them and our level designer Row who's built us some custom maps at the last minute.

The slipstreams are currents of air that carries away anything that enters them. In our Skyworld, both the player airships and the falling passengers can get blown away by them.

The trajectory of the falling passengers is changed as they fall through the green slipstream 
Basically, the slipstreams are a game changer for us, as they can speed up the action and provide 'channels' of play. It's cool, because with this, we can begin to provide the player with more navigational options.


We'll be putting up a new pre-alpha build once we've got a number of new features in. Until then, we'll keep updating and announcing stuff here. Keep an eye on the skies!


Wednesday, 2 September 2015

Synaptic Feedback And Friends

Hear that sweet buzzing sound?
That's our controller rumbling across our worktable! We're happy to announce that we've finally got vibration in!
Feel the difference!
This is one of the new features we're working on this week.

We're also adding a winner screen, new art models, a co-op team game mode and the very exciting 'Slip-Stream' speed boosts. 

We've got a lot to do, but we'll have the next build up and running as soon as possible. Remember to keep checking back here, and keep an eye on the skies!