| Holy shit I remember being so pumped about this game when it shipped with Windows 95 |
On 1st September I will be releasing Absolute Territory, my first commercial game on Steam for PC. I • Page 2
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fontgeeksogood 12,913 posts
Seen 5 months ago
Registered 3 years ago -
fontgeeksogood 12,913 posts
Seen 5 months ago
Registered 3 years agoSorry, that was mean. Descent wasn't bundled in Windows 95 -
onegoodman 57 posts
Seen 8 months ago
Registered 14 years agobarchetta wrote:
The forces applied in Absolute Territory are over-exaggerated as to avoid feeling like you are sliding around on the ice. Maximum speed is set to avoid you accelerating on forever since that doesn't really fit in with the game design.
A brave move with the Newtonian physics Are you taking any short-cuts or 'rounding off the corners' to make it fit to a more game-appropriate model, eg: upper speed limit, limited play space, some level of auto-pilot/assist?
The flight computer makes every effort to keep you flying in a forward direction. Currently, it's always on, but you can perform a slide (which disables it, so you keep your forward momentum while you spin around) or manually fire your vertical and horizontal thrusters to engage with evasive or combat maneuvers.
Stage areas are their own instances. There is nothing to stop you flying out of the immediate stage area, but there are no benefits to do and you will just be traveling through the void.
Autopilot is used to travel between nav points (like in Wing Commander)
barchetta wrote:
I-War was fairly good, I think having a larger corvette ships fits in a bit better than having fast-moving fighters. Implementing physics has been a challenging experience to try and get to feel right gameplay-wise.
I think the last game I played for any length that spoke of Newtonian models was Elite II: Frontier (and was certainly hampered by control and performance). I'm sure there have been plenty of others.
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Lukus 24,639 posts
Seen 1 day ago
Registered 17 years agoWho remembers Thrust on the Atari ST? That game was infuriatingly hard. But I liked all the thrusting. Psssst, pssssssst, ps, pss, pssssst, etc. -
barchetta 3,335 posts
Seen 8 hours ago
Registered 20 years ago@onegoodman Thanks for the info! Will you be supporting HOTAS or pedals? Just wondering if stick twist or pedals could be used for the sliding / 6dof stuff -
onegoodman 57 posts
Seen 8 months ago
Registered 14 years agobarchetta wrote:
HOTAS is supported.
@onegoodman Thanks for the info! Will you be supporting HOTAS or pedals? Just wondering if stick twist or pedals could be used for the sliding / 6dof stuff
I don't have pedals to test atm, and shopping for one as we speak. I have one gamer who had no problems with his pedal setup and another reporting there is a problem.
Controller bindings are quite good, so you can arrange to suit your style, I'm using a 3rd party utility to handle input.
Edited by onegoodman at 18:38:58 16-08-2020 -
Hate to say it but why would I pay 15-20 bucks for this when Elite Dangerous is regularly on sale (incl. Horizons expansion) at around the same price. Or Everspace.
You might get a few more sales if you price it at or below a fiver - sorry to rain on your parade, but I can't see a lot of people paying that kind of money for a game like this. They'll might just download the demo and leave it at that.
Good luck anyways. -
Ror 20,336 posts
Seen 20 hours ago
Registered 12 years agoI don't see any skirt:tights ratios in this, what gives? -
Zippity-zap 691 posts
Seen 3 hours ago
Registered 8 years agoLukus wrote:
Commodore 64!
Who remembers Thrust on the Atari ST? That game was infuriatingly hard. But I liked all the thrusting. Psssst, pssssssst, ps, pss, pssssst, etc.
https://www.youtube.com/watch?v=AQkf_H8zejU -
Rogueywon 12,387 posts
Seen 9 hours ago
Registered 16 years ago@Zippity-zap And a sidebar link from that led me to Cosmic Convoy. Fuck me that was good by 1980s standards. Even if it was one of gaming's first escort quests.
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Aw man, Thrust was awesome. I loved the intricacy of the mechanics and level design.
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