I have to admit that the ship models are really nice and shaded in a way that you won't realise too much that it's a fixed sprite that it's being rotated.įighting: most of the foes that the player encounters are designed to be fought by a fleet, not a single ship. Transcendence is definitely better for this. : the shadows on the ships won't change with rotations. +: incredibly smooth rotations, AI aiming is perfect at any distance (the player has autoaiming too) There is a nice explanation of this by the game author, btw. To have smooth rotations, the game uses floating point rotations, it interpolates 2 facings to get a smooth transition between them. Animated asteroids (and other animations, I suppose) have a fixed number of pre-rendered rotations. Rendering/animations: The game uses 1 single facing for the ships, pre-rendered and the game engine rotates that. Sometimes it's a bit confusing when the player has 15-20 ships and trying to see which one has low fuel or shields down. When the player has a fleet, the HUD will display the ships status as a bunch of lines near each ship. The game tracks armor, shield, hyperspace fuel, electricity and heat. it uses a lot of parts that are transparent and tries to avoid borders (the radar is round, ship armor/shield display has a silhouette that it is just a line) There is no weapon selection, besides missiles, all weapons will fire at the same time. Ship HUD experience: the ship HUD is slick and minimalistic. I can try to give you my impressions on several aspects of the game, I'll try to be as objective as I can. I finished the main quest line and explored the entire galaxy map.
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