Posts by CaptainAdmin

Development Log #8 – Space Improvement

Greetings Captains,
This past week we have been focusing on making improvements in the Space section of our game.

Here is a sample of our soundtracks for space for you to enjoy while you read this post!

Based on feedback, we reworked the player ship movement and control scheme to make it feel spicier.
The enemy ships now feature more types of turrets: mortars, lasers and shield generators.
On top of that, we made this ships more boss-like, by introducing different stages where new turrets replace previously destroyed ones.

We’ve also been working on improving the mood for space by creating new backgrounds.

Finally, we will be soon releasing the early access of the game on steam.

Stay tuned,
Double D.

Development Log #7 – Captain Starshot back to work.

Welcome back captain.

Having returned from a 3 week holiday the team is ready to get back to work. The focus right now is to get the game ready for early access. This means tying up loose ends and making sure there are no massive bugs present anymore. Players falling through the ground and such…
I will be getting into the specifics a bit later. First to entertain your eyes here is some eye candy:

Improvements made on the visuals when fighting big space ships.

For the next couple of weeks we will be focusing on the following:

  1. Smoothing out the boarding and un-boarding
    1. Un-boarding from anywhere on the ship.
    2. Teleporting visual effects for the player.
    3. Button press boarding. No more holding. Players are able to board after destroying all turrets.
  2. Expand on the level generation quality
    1. New rules for generation.
    2. New room layouts.
  3. Objectives for on foot
  4. Replacing on foot visual placeholders rectifying visual bugs:
    1. Rolling enemy model.
    2. Apply death effect to rolling enemy.
  5. Rectifying visual bugs
  6. Revamping space movement
    1. WS accelerates the ship and AD turns the ship.
    2. You can’t decelerate under the minimum speed of the ship.
    3. Collisions are handled properly.
  7. Visual improvements for the boss
  8. Options menu
  9. Improved player feedback for abilities
    1. Adding in visual effects for abilities.
    2. Changing the visuals of the bullets based on modifiers picked up.
  10. Options menu
  11. Ability and upgrade rarity system

You will be seeing these updates in steam as well as the blog posts so stay tuned 🙂

Signing off,

Development Log #6 – Work, aliens and more work.

Hey Captains!

We have been hard at work for the past month. Discussing, creating and iterating to alien perfection.
(Also, check out this amazing icon —->)

Because of our long lasting silence this will be a double update! So without wasting any time with talking about it, let me show you: 

In this update we focused on enhancing the combat and progression. Players can now pursue objectives which will reward them with new abilities and upgrades for their crew! Eventually players are able to challenge a ruler of the aliens and perhaps defeat the threat. Once and for all?

Now what happened after this? Turns out a lot! Iterations on both space and on foot have been made. See for yourself:

A lot of improvements have been made to the visuals, new environmental models, effects and lighting are just a few of the new additions.
Furthermore we have iterated on the on foot by adding in new abilities, enemies and player feedback.
On space players can now fight big ships before boarding them as well as more player feedback.

So what’s next you ask? Well, we’re focusing on adding more long term engagement to the game. This means, but is definitely not limited to, new abilities, new encounters, balancing and better player feedback.

We look forward to releasing a build for everyone to enjoy, for now join us on discord if you have any questions. link

Signing off,

Development Log #5 – The Return!

Hello Captains,

For the past 2 weeks the team has enjoyed a well deserved vacation, but now we are back and ready to work.

Before we left for vacation however we showcased the game at Breda University of Applied Sciences where we got amazing feedback and we’d like to thank everyone who came by to support us!

This week has mostly been setting up the planning for the next few months and laying out a list of tasks for our team.

We look forward to releasing a build for everyone to enjoy, for now join us on discord if you have any questions. link

That is all for now, but we will have a lot more to show in the coming weeks so stay tuned!

Have a good flight,
Dave Ruptash
Lead Programmer

Development Log #4 ~Art/Audio Update!

Welcome back Captain,
This week we have been busy on implementing a lot of art and perfecting the image of our game. We hope you enjoy the following and look forward to hearing feedback.

Our first player ship. This will be the ship you use to pilot around the galaxy we have created. The colors are still a debate but for now we are content with it.

This is the space background for our current space sector. It is part of a parallax background which means different layers will move at different speeds based on the player. We hope that this will give the feeling of wanting to explore the game not only horizontal, but vertical! (Although this is not possible)

Our first finished piece of environment concept art, this was used as the baseline for the room we would have to finish for our vertical slice.

Credits: Kim de Graaf

Our first 3D environment! There will be a few more days of iterations before we deliver it, but it won’t drastically change. They style is clear and the motivation is ever higher!

An animation video of our current animations and character. These will be updated and refined but for now these work well.

We are working with Wellcooked Audio to set the tone and feel of the game through music and sound effects. We started off with a list of reference tracks ranging from sci-fi classics, surfer rock to orchestral epic scores. Give it a listen at Out of Space Radio playlist on spotify: LINK

After a lot of back and forth, Wellcooked created the following combat track meant to play while engaging in on-foot combat.: 1.01 track We were getting closer to the combining all the elements that we wanted. For our next iteration we focused on modifications to the synth to make it more appropriate to the time period, as well as removing any aspects that would take you out of the setting like the more complex drum patterns. This is where we are now:

Dungeon track v1.01
DungeonFilter v1.02

We have made a community discord as well as a youtube, twitter and other social media accounts. You can find the full list on our about page.

Have a good flight,
DoubleDoorGames team