Phoenix Universe of Space Combat - Phoenix USC

Vidiot_XVidiot_X Posts: 16Member
edited October 2019 in Projects

Phoenix Universe of Space Combat - Phoenix USC

Phoenix USC is an arena based fast action space combat game that will support multiplayer game play. Players battle it out in arena free space or in a bases. Typical games are capture the flag, team on team and league or wing matches.

Players select a spaceship and battle in a rich visual environment as they compete in building their scores, stats, wins and kills. If you like fast action, intense and addictive space combat then Phoenix USC is the game for you.

I am currently converting this project from my own game engine written in Monkey2 to Godot. I've already done a lot of work on this project so expect things to move quickly. ;)

You can follow this project here:

Phoenix USC - Website
Currently running wasm version of my Phoenix USC demo using my game engine.
Soon to be Godot wasm based.

Phoenix USC - Twitter
Phoenix USC - Facebook
Phoenix USC - YouTube
Phoenix USC -IndieDB
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Current official project video:

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Project based on my game engine. **
**This is what this Godot project is about / heading to only instead of top-down in isomeric.


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Current official screen shots:


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Comments

  • Vidiot_XVidiot_X Posts: 16Member
    edited October 2019

    Current parallax and weapons fire. Godot rocks. :)

  • Vidiot_XVidiot_X Posts: 16Member

    Updating map flag area while working on multiplayer. Echo's of TW (Continuum/Subspace, server/map) with the staggered barricades. Really taking on a Subspace style map-play-architecture-wise. Can't wait to fight in it.
    .

  • SIsilicon28SIsilicon28 Posts: 116Member

    This looks great! It reminds me of Space Base DF9. I hope this project doesn't stop being developed like that game.

  • Vidiot_XVidiot_X Posts: 16Member

    1st networking test. :) More to follow.

  • Vidiot_XVidiot_X Posts: 16Member

    Widescreen 5760x1080 on my triple 27" monitor setup. :)

  • Vidiot_XVidiot_X Posts: 16Member

    My latest news article on the IndieDB front home page. Get up to date on whats going on with Phoenix USC on my IndieDB page.

    https://www.indiedb.com/games/phoenix-universe-of-space-combat/news/updates-on-networking-and-multiplayer-map-design

  • Vidiot_XVidiot_X Posts: 16Member

    Wicked parallax background and 2D lighting. Godot!

  • Vidiot_XVidiot_X Posts: 16Member

    In this image you can see the server on far left, then clients to the right. I've got the server sorting out each client and their names which you can see hovering above each ship. This is the first step. Next will be getting chat working then bullets. As soon as I have some form of chat in I'll post a test to see how the ships work out especially with lag.

    So far Godot multiplayer has been pretty easy to work with. :) The widescreen image is from my triple 27" monitor setup. Love having it for development. :D

    Close up of above.

  • Vidiot_XVidiot_X Posts: 16Member
    edited December 2019

    Networked weapons fire and chat. Starting to grasp the Godot high level networking API. :)

  • Vidiot_XVidiot_X Posts: 16Member

    I have a server and client running with support for many players and networked weapons fire, collision, player positioning, chat and more. This video will give you a glimpse of what is to come . :D

    Multiplayer development is early but way promising with a sort of playable 1st attempt demo due out soon.

  • Ace_DragonAce_Dragon Posts: 323Member

    This is looking really good so far, great detail in the sprites/tiles and excellent lighting.

    This has the potential to be one of the most technically impressive projects done in Godot so far, at least in the area of 2D.

  • Vidiot_XVidiot_X Posts: 16Member

    @Ace_Dragon
    Right on. Thanks.

  • Vidiot_XVidiot_X Posts: 16Member

    I have started to do server and client testing. If you would like to help out testing clients then please head on over to my discord server. From there you can get detailed information on links to client applications, server IP address and more. See the pinned messages in the early-access channel. I have built clients for Windows, MacOS and Linux (my fave). This early in development you will need to make sure you have the latest version of the client.

    I just started testing today and many things will change, but so far multiplayer game play is pretty good. I still need to apply linear extrapolation to positioning , but so far so good. The peer designated server is making the call on players marked as destroyed and as development goes on will implement a whole host of anti cheat measures.

    If you like the game I am making or are just curious what how a networked game might preform in Godot stop by my discord server and follow along.

    Phoenix USC Discord Server

    Later in dev I will post direct links here, but for now it's easier to handle support in discord. There is no charge for software, I'm just looking for help testing.

    You can also check my latest dev video.

  • Vidiot_XVidiot_X Posts: 16Member
    edited December 2019

    Hi,

    I have a dedicated headless server running on a VPS (cloud based) with Godot's server export template. If you have some experience with Linux this is not to hard a thing to do. This allows me to now have a server available 24/7 with low latency, dedicated IP address and many more option and features. So far Godot has not let me down on networking. :)

    I am doing some way early per-alpha testing of Phoenix USC. If you like the game I am making or are just curious how a networked game might preform in Godot stop by my discord server and follow along and join in with testing.

    Phoenix USC Discord Server

  • Vidiot_XVidiot_X Posts: 16Member

    Working on HUD. Shown here with bounty (money bag), then match time then player money. Not sure about the left yet. Full scale and enlarged HUD image. Using Godot MarginContainers for HUD.


  • Vidiot_XVidiot_X Posts: 16Member

    Game launcher with server list. I have figured out a method for clients to poll dedicated servers using Godot's high level networking API. Pretty sweet, and uses a cloud based server list in addition to polling listed server for player count and ping data.

    Godot! :)

  • Vidiot_XVidiot_X Posts: 16Member
    edited December 2019

    Multiplayer space combat!
    Checkout this test of my headless dedicated server and clients testing out multiplayer combat and networking performance. I'm located in the USA and my opponent is located in Europe. Pretty cool.. and promising networking performance for a 'twitch' style game like Phoenix USC. So far so great Godot. :)

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