Here are a couple of screenshots and YouTube videos of a beta build (so not final quality) of our upcoming dogfight-multiplayer-space shooter game "Multispace". The basic mechanics are much like in good old Gravity Force 2, XPilot, Turboraketti II, Assault Wing, but we've put more emphasis on physics engine integration and usage. Multispace also has one special feature that will make the game unique inside its genre, but we'll announce that when the game goes live.
Anyway, here's the main feature list:
* Destructible terrain * Free to play! * Realistic physics with PhysX * 2-4 player local multiplayer on the same device: split screen - got four Ouya controllers? :) * 2-8 player LAN / Internet play with match making
I'll post more videos and pictures here later with footage of some of the features and weapons not seen in these shots...
Here are three screenshots from the settings screen. Before joining bigger fights it might be a good idea to turn down the quality settings a little bit, but not too much, LOL. :D I'm not sure how much I have time to optimize the game before launch, but I can always update the game later... :) Again, not final quality, and I've already changed the LOWEST setting a little bit after taking these screenshots.
A note to the tech freaks: All terrain is rendered using bumped specular shaders when GFX is set to HIGH/BEST. On MEDIUM and below the game reverts to diffuse...
Yup, we are using NGUI. LOWEST setting is actually shrinking globally all textures so I doubt touching the mipmap setting would help. But that's settings LOW and LOWEST that do this kind of trickery, and Ouya is more than capable of running the game on MEDIUM setting.
Yup, we are using NGUI. LOWEST setting is actually shrinking globally all textures so I doubt touching the mipmap setting would help. But that's settings LOW and LOWEST that do this kind of trickery, and Ouya is more than capable of running the game on MEDIUM setting.
AFAIK quality settings actually work by setting a kind of maximum mip-map level (if you are using the built-in Unity Quality Manager). I had this issue in the past as well (blurry UI), and turning off mipmapping for the atlas texture solved it.
You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
@Killa_Maaki is correct. Done it many times. Your project looks pretty good, looking forward to seeing more.
Ok guys, I'll believe you. :) The problem with turning off mipmapping for the font is that I'll need to generate another atlas for smaller texts, but I'll hmm add this to my TODO-list.
Anyway, if you have Ouya, you really have no need to go to LOWEST/LOW -settings in this game. Those quality settings are reserved for lowend machines that have small screens, and if your screen is like 320x480 the textures on LOWEST will look as good as on BEST settings, minus all the bumped specular stuff on in-game objects. :)
why have a quality setting change for the ouya in the first place? You should be able to code for best performance on this device, which is the point of having a single hardware device, then maybe put in your settings code if you plan on pushing it to other devices? I would think most people programming for a console wouldn't have a graphics settings option at all. Or as far as the games I've seen go anyway :)
is turning into a cartoon as well as a game! Check out our Facebook (and like!) :)
The mini web game is now live, play and compete for high score here: bimey.com!
I was going to say the same thing, and thought I did earlier today. Oh well! I also recommend removing the quality setting option. Even next year, when the OUYA 2 is released, you'll be able to detect the model number and adjust automagically with no need for the setting!
As much as it makes sense to target a single piece of hardware and push it to its consistent limit and not beyond, we all know that many people will over-tax the hardware and suffer a lower frame rate in return for increased graphics quality, just like they do on other consoles, in which scenario a performance tweak option becomes useful.
Imaginaryhuman is right. And we don't have the resources to test this game so much that we could say with confidence that we've seen the (90%+) worst case happening, thus it's better let the player decide if he wants 60fps all the time, or 45fps sometimes but with better graphics. No worst case available = difficult to optimize for it... Not to forget that Tegra 3's GPU isn't the fastest one around, and those bumped-specular-emitter -shaders eat quite a lot of GPU time. Also the biggest feature in Multispace I'm still keeping secret will speak for the quality settings screen. :) But more about that later...
Falling rocks can also cover the bases in addition to inflicting hit damage. And in this level some paths are blocked by sand, but fortunately you can dig through the sand walls...
I don't quite get your user interface, your blue button thing... seems like a touch interface because each looks like a button. I can't figure out just by looking at it and not playing it what they mean or do.?
I don't quite get your user interface, your blue button thing... seems like a touch interface because each looks like a button. I can't figure out just by looking at it and not playing it what they mean or do.?
That's true, they are touch interface buttons for touch-device versions of the game. But there's an option to hide them in the game, and on Ouya it'll default to buttons-hidden mode. When you are landed on a base, the buttons show up so you can see graphically the bindings we've done to Ouya controller's buttons. We are actually doing adding those small Ouya controller button icons to the GUI as I write this reply. :)
looks great! exciting! it's nice to see so many games making a lot of progress before the kickstarter consoles even come out! (I'm a developer but not targeting anything for launch so I just bought a regular launch console.)
looks great! exciting! it's nice to see so many games making a lot of progress before the kickstarter consoles even come out! (I'm a developer but not targeting anything for launch so I just bought a regular launch console.)
Thanks! We've used Unity to make Multispace, so it's a bit buggy and incomplete at the moment as Ouya's Unity support isn't yet complete and finished. The game has some controller issues, and currently the In-App Store is disabled.
We've submitted and published a demo version of Multispace, though, in Ouya Store, but we'll post updates to it, and hopefully make it complete, after Ouya guys get their Unity libraries working. :) The game works 100% on iOS and Google Play, so with Ouya, we are practically just waiting...
I just submitted an update to Multispace, to Ouya folks. Here are some of the things that have changed since v1.0.1. We also enabled the In App store in Multispace, so it's now the full game. Enjoy! :)
* Added V-Sync to settings * Added Vertical Split to 2 Player Local Match * Added a new physics object to editor (and Alien World 1): mine * Added Generate button to level editor - it opens level generator settings window, and can be used to generate a new level inside the editor, as a starting point * Added level generator settings window to Host-A-Game screen * Added chat window to results screen * Improved waiting screen * Added filter options window to Internet play * Added gun and rocket turrets * Added "Practice Course" level for solo training * Added decoration objects to editor and some levels * Barrels and gas tanks have now better colliders * ... and a bunch of bug fixes here and there
PS. We'll keep on updating the game, and hopefully the remaining issues (mostly with Ouya's Unity plugin) will be solved soon. Feel free to send us your feedback. :)
I'll submit an update to Multispace tomorrow, when I have all working and tested. Along with the usual tweaks come UFOs - flying opponents for those boring moments when no human players are available for a game. This will be v1.0.6. Oh yes, and an unlockable new ship. More details when I've submitted the update.
In v1.0.7 or v1.0.8 will come AI controlled rocketships, so in the near future solo players will also get something to do.
Version 1.0.6 is live in the Ouya store! Have fun! :) And if you don't, feel free to use the feedback window in the title screen to send us your thoughts.
Comments
Imaginaryhuman is right. And we don't have the resources to test this game so much that we could say with confidence that we've seen the (90%+) worst case happening, thus it's better let the player decide if he wants 60fps all the time, or 45fps sometimes but with better graphics. No worst case available = difficult to optimize for it... Not to forget that Tegra 3's GPU isn't the fastest one around, and those bumped-specular-emitter -shaders eat quite a lot of GPU time. Also the biggest feature in Multispace I'm still keeping secret will speak for the quality settings screen. :) But more about that later...
* Added Vertical Split to 2 Player Local Match
* Added a new physics object to editor (and Alien World 1): mine
* Added Generate button to level editor - it opens level generator settings window, and can be used to generate a new level inside the editor, as a starting point
* Added level generator settings window to Host-A-Game screen
* Added chat window to results screen
* Improved waiting screen
* Added filter options window to Internet play
* Added gun and rocket turrets
* Added "Practice Course" level for solo training
* Added decoration objects to editor and some levels
* Barrels and gas tanks have now better colliders
* ... and a bunch of bug fixes here and there