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 16 Aug 2020 14:30:17 12,913 posts
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    Holy shit I remember being so pumped about this game when it shipped with Windows 95
  • fontgeeksogood 16 Aug 2020 14:45:37 12,913 posts
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    Sorry, that was mean. Descent wasn't bundled in Windows 95
  • onegoodman 16 Aug 2020 15:24:28 57 posts
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    barchetta wrote:
    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 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.

    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 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.
    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.
  • Lukus 16 Aug 2020 15:34:48 24,639 posts
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    Who remembers Thrust on the Atari ST? That game was infuriatingly hard. But I liked all the thrusting. Psssst, pssssssst, ps, pss, pssssst, etc.
  • barchetta 16 Aug 2020 15:59:16 3,335 posts
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    @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 16 Aug 2020 18:37:37 57 posts
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    barchetta wrote:
    @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
    HOTAS is supported.

    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
  • Deleted user 16 August 2020 20:58:55
    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 16 Aug 2020 22:38:59 20,336 posts
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    I don't see any skirt:tights ratios in this, what gives?
  • Zippity-zap 16 Aug 2020 22:39:56 691 posts
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    Lukus wrote:
    Who remembers Thrust on the Atari ST? That game was infuriatingly hard. But I liked all the thrusting. Psssst, pssssssst, ps, pss, pssssst, etc.
    Commodore 64!

    https://www.youtube.com/watch?v=AQkf_H8zejU
  • Rogueywon 16 Aug 2020 23:14:55 12,387 posts
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    @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.

  • Saul_Iscariot 16 Aug 2020 23:48:06 4,399 posts
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    Aw man, Thrust was awesome. I loved the intricacy of the mechanics and level design.
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