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Releases: brainwipe/Cloudship

Scale, Health and Death

27 Mar 07:03
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I have completely rebuilt the scale of the game to make gravity behave more realistically. Enemies can now die (player is invincible still), they respawn and have a health bar.

Enemy returns!

21 Mar 22:31
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A single enemy will steer toward (and ram) the player. Collisions will make the Cloudships sway. If the enemy is a long way from the player then it will steer away.

EOT and Compass on Controller

18 Mar 12:50
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The controller now has an Engine Order Telegraph to show how fast the Cloudship is attempting to go as well as a compass to show actual direction over the ground.

Helm Controller

12 Mar 22:27
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The first throw at a controller, featuring only the helm (steering). The wheel turns in unison with the Cloudship.

Camera Movement

08 Mar 23:24
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You can now move the camera by holding down the right mouse button and the moving it left and right. I've not got vertical movement in just yet, I may do that later.

I've also tweaked the environment, made the shadows less harsh.

Cloudship!

04 Mar 15:35
b0127f6
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Added the Cloudship model. Made the flag blow in the direction of the wind... but I'm not sure it's entirely intuitive!

White Clouds

04 Mar 10:47
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The clouds randomly generate in size and are whiter, puffier looking. Reduced how angular they look for now.

Also adjusted the camera angle and ground position. The wind algorithm should give more of a push when you are amongst similar arrows.

Sand and Fog

01 Jan 14:22
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Sand and Fog Pre-release
Pre-release

Added a better environment: sand and fog!

Includes: #1, #2, #4

Perlin Gradient Flow

27 Dec 15:57
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Perlin Gradient Flow Pre-release
Pre-release

Updated the weather model to use a Perlin gradient flow field. In v0.5 we used the Perlin noise value to give us an angle, 0 being 0 degrees and 1 being 360. This created lovely flow fields but they didn't look like weather because there were not pressure centres.

In this model we use a localised gradient to determine the arrow flow and turn it 90 degrees to it. Therefore arrows will tend to circle around a dark areas of the Perlin noise (close 0). We don't need to take into account the wide area because Perlin does that smoothing for us. It's much more fun.

Also added a way to see the perlin magnitude in terms of balls (off by default).

In a field of arrows

23 Dec 17:15
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In a field of arrows Pre-release
Pre-release

The enemy is removed for the moment and I've replaced the weather model with a better Perlin noise flow model.

A/D to turn. W for more power. A for less.
Alt-F4 to quit.