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  DevBlog #8 - First version of hyperspace!
Posted by: AdmiralGeezer - 10-28-2016, 08:05 AM - Replies (28)

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[Image: ZiZpjL8.jpg]

We've been working on creating a hyperspace jump the past few days. We are showing you the first version of it here with some screenshots and small video snippets. We really feel that many interesting and never before seen things could happen in hyperspace, so we would like to get your ideas on what could happen there!

We got a thought that the fleet could travel various times in hyperspace, depending on the destination you are jumping to. Also, various accidents and encounters could happen in hyperspace as well. This aspect has not been used that much in games before, which makes us excited!


You are traveling in hyperspace with your fleet. What could happen there? Give us your ideas below!

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  Recommendations?
Posted by: Ghost993514 - 10-25-2016, 05:03 PM - Replies (4)

Sorry this is so long. I also wanted to ask if we could recommend stuff.

In the original Battlestation (Now BattleVoid- actually fits the three games a bit better, since the second is more of a fleet manager) you could board ships, and take them over. You could also target weapons, shields, etc. I don't know if you guys take recommendations, so I'm sorry if this comes off as rude, but those two features are something that I really miss from the original/BattleVoid First Contact. Being able to target specific systems would really be helpful, and increase the tactical depth of the game overall. For example, you fire a missile into the enemy's main/more 'annoying' weapon, to disable it, such as an Ion Cannon or 'Mega' weapons of any type. Or, you can disable the enemies carrier so you can safely bombard them with your plasma bombers as to protect them. As for things to target, I think you should be sent to a screen similar to your Engineering tab, except you can't see the stats of the enemies' weapons. From here you choose what you want to attack- the enemies gatling guns stopping your missiles, their neverending fleet of fighters, Maybe their hull, etc. Once you chose what things you want to attack, you then get sent to another tab similar to Engineering but with your ships, and you choose what weapons, carriers and point defense to attack your target. To balance out attacking weapons, weapons would do less damage to hull, unless the weapons is being repaired. You could also attack with individual fighters; as in, if you are using the default Nightengale, with five Bolter Fighters, you could have three focus on surrounding fighters, while the other two attempt to disable the enemies' main weapon(s). Of course, you could also take a more, 2nd BattleVoid approach, and simply set it to focus on weakest, strongest, etc. That also has limitations, but, it's your game, and it is already pretty complete. Also, Fighters in general should work more as a team, I tend to move them towards an enemy ship in formation before having them actually 'attack.' As for Marines, they should be able to board any ship (Or maybe just ones with carriers) and take over the ship for the duration of the battle/time you are in the sector. This will allow you to salvage more from the ship, all it's weapons, etc. Similar to FTL. Of course, you'd need enough Marines. Upgrades could include number of Marines, advancement in weaponry, and perhaps escorts and their boarding ship. Advancement in weaponry could make each Marine .5 more effective in combat, So each Marine can take down 1.5 hostiles, and then 2, etc. per Marine. That way, 10 Marines can take down 30 enemies before they are completely wiped out. OR, you could make each individual boarding a 'mini-game.' Ever heard of Door Kickers? Another Indie game, but I think you could make something similar to that. You'd need to make an interior for each individual ship, and if you don't want to do that, make it so the enemy doesn't board your ships- although that wouldn't be so fun, huh? Anyways, if you read this, please send me an email of your thoughts. I know how hard it would be to code a whole new AI for the second part of the Marine idea, and perhaps even to be able to intelligently target player weapons, but I think this would all be good additions to the game.

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  DevBlog #7 - Tossing dead bodies, it's a cruel world.
Posted by: AdmiralGeezer - 10-24-2016, 09:09 AM - Replies (3)

[Image: WyVRECB.jpg]
Hold on Rupert! I just have to calibrate the trajectory a little bit before you venture out.


Hey there space travelers. Time to show what we've been up to last week. Mining pods returning from their trip with a bounty!


And it can be a very cruel world, where friends have to be tossed into space. Needs a bit of work still, but you get the idea Smile


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  DevBlog #6 - Mining pods
Posted by: AdmiralGeezer - 10-12-2016, 08:18 AM - Replies (2)

[Image: ACoolShip.jpg]

Looking at our game at its current state I have to say I'm damn excited, just the way it looks. I personally love the isometric view and our graphics guy is doing a great job with it. All of this said I know very well that if we don't succeed in creating a good game around all of this it is going to mean nothing. There is a bit of pressure there, but I'm doing my best to keep us on a good course.

We have been working on developing mining pods the past week. A couple of gfycats to show what they look like:




Time to create a jet pack for the space floating characters [Image: wink.gif]


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  screen blinking
Posted by: Andy - 10-10-2016, 12:33 AM - Replies (5)

you know that when you move from level to level Hyper speed flashing screen is very annoying vision !!! flash just blinds the eyes !!! especially if you play in the evening, remove the flash and do it through the dark color !!!

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  DevBlog #5 - Explaining the vision of Space Haven.
Posted by: AdmiralGeezer - 10-04-2016, 11:42 AM - Replies (13)

[Image: SpaceHaven1.jpg]
[Image: SpaceHaven2.jpg]
[Image: SpaceHaven3.jpg]

Ladies and gentlemen. Our process of developing a game has always been with an initial vision, a dream as a starting point. So far it has never been an exact and detailed vision, rather a more big picture vision where we dream up the world and the setting for the game. We know the game mechanics on a big scale, but experience has thought us to leave room for changes.

It's very hard to know all the details of a new game before hand, before you have started developing it. The first prototypes, the first visible features often inspire new thoughts and visions. This is our process, this is what we trust in. We are gamers at heart, each and one of us have played games for over 20 years. If you can't trust your feelings and passionate "twinkle in the eye" ideas for new features at this point, then what can you trust in life?

Why am I writing all of this? Because our vision has become more clear. How would we describe the game now?

Space Haven is a space ship colony building game, where the individual characters, the random encounters and space exploration tell a unique story each time you play a new game. The game is inspired by such greats as Rimworld, Faster Than Light, and the original X-COM. We will focus on creating a game that makes you laugh, wonder, and live the story together with the space ship crew escaping Earth. As always, replayability is something we want the game to encompass to a high degree.

Obviously, Spacebase DF9 is also one of our inspirations. We loved the game, but found it frustrating that the development was suddenly cut off. As developers we understand why such a thing can happen. Well, this gives us a perfect challenge to set out to do a game that has the same potential Spacebase DF9 had, even more so, and we promise to take it all the way.

How will we do this? With the help from our community of course! There is no better way to develop a game than to do it together with the community. To dream of it together.

Who is this game for?

  • For gamers that like games with crew management, simulation,colony building as features.
  • For gamers that like to encounter different groups in space, board their ships, and steal their food.
  • For gamers that like games such as Prison Architect, Rimworld, Faster Than Light and X-COM.
  • For gamers that value quality indie titles.
  • For gamers that want to be part of a great community, and help developers create the best game from an initial vision.
We are developing Space Haven with PC as the main platform, but rest assured that we will do our best to bring the game to as many mobile devices as we can. Sit down and take firm grasp of your chair. Space Haven is going to be the best title from Bugbyte yet. The culmination of 5 years of daily hard relentless work. I look forward to keep you in the loop, and once the day comes for the first test build, you will hear about it.


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