Hunter Fighter prototype v2.1
First apologies for not keeping up with my dev log. Instead of my typical bullet point summary. I'm going to keep this one high level. This is what I've been working on. Big improvements on the rendering system for Hunternet. Hunternet now takes advantage of GPU instancing and supports both forward and deferred rendering. The level of detail system and audio system have been revamped to be more scalable. I've begun work on a new Hunter Fighter ship type that can be used alongside the current Hunter Scout types. It's a more streamlined ship that only requires four buttons (Weapon 1, Weapon 2, Boost, and Targeting). It has a really cool new homing missile ability and can shoot projectiles out of the air with its variant of the ricochet. I'll be revisiting the Fighter and Scout types after Armada mode is done but this first version is almost complete. This next build should have six different homing missile salvos. Next, I'll probably work on updating the UI and help to support this new fighter type.
Hunter Fighter Prototype v2.1 Control Summary:
Shift/Spacebar: Boost (boost alone to drift, also switches to active radar and hides you from radar)
LMB: Explosive (tap for proximity missile and charge for homing, homing requires target be within 30 meters)
RMB: Ricochet (lasers, drift to spin up faster version)
Tab: Target ship (ships must be targeted for homing missiles, red pip (predicted impact point) shows target lead)
A clip of my first 1 vs. 1 duel vs Zopto in the Fighter v2.1 prototype. Check out cpudreams on twitch for the full stream.
As always I'd love to hear from you and the best way to do that is through discord: discord.gg/hunternet
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