PSVITA Project Void v0.1.0 Released

Today developer Arabane87 has released a new homebrew named Project Void v0.1.0 for the Playstation Vita. Check out the release notes, changelog and the download link provided below.

Description :
This project aims to be a space opera focused on dogfights. The way you build your spaceship using different modules such as engines, canons and so on, will impact the momentum and the whole physics that will make your ship move and react: Any module will have independant resistance and detroying a module will affect the physics of the ship until you repair it.

2017/09/03 : v0.1.0 (first alpha release)
AIs now use both missiles and standard blaster shots.
AIs will completely stop if their generator is destroyed, and will use inertia if the engine recalibration is not possible.
Disable canons and thrusters when the generator is destroyed.
Make the recalibration button only available when a recalibration is possible.
Add a volume balance control for each sound data for balancing the sounds.
Integrate sounds for blaster shot, missile shot, blaster impact, missile explosion, module explosion, and thrusters.
Add a spatialized sound system to the sound player to handle 3d sounds correctly (pan and doppler effect depending the speed).
Replace forces by impulses to stop beeing framerate dependant.
Add canon gauges to the HUD and change the HUD disposition.
Prevent the engine recalibration to cut all engines when the recalibration is impossible.
Optimize a bit the asteroid fragment shader.
Add a batch renderering system for asteroids (this shifted the high CPU consumption to the GPU without any gain of FPS...).
Fix a weird bug on vita's flare rendering where the flare could sometime blink randomly (no idea what really happened...).
Add a draw order for sprite rendering, to force the rendering order instead of using the center position depth (used for HUD elements always to be in foreground).
Add frustrum culling for the particle emitters (per sprite).

Currently playable :
You spawn with a default ship equiped with 3 canons and 4 engines in a small portion of the universe centered on an asteroid field.
An enemy ship controled by an AI will attack you once it spots you and patrol in the asteroid field otherwise. Once the combat is engaged,
there will be no way to escape unless you defeat the AI or get defeated. The enemey ship has the same modules as yours, with the same properties.
There is for now no real gameplay except the dog fight system that is still in progress. Each module composing the ships can be destroyed,
affecting the inertia tensor of the ship. Each module has low regen rate, as long as it is not totally destroyed. When a module is destroyed,
the UI button "Recalibrate" will become available (as long as the recalibration is possible with your remaining engines), allowing you to
automatically recalibrate each engine power to make your ship move straight forward again. The recalibration is not instant and will smoothly
do the correction in a fix amount of time. If a module is destroyed during the recalibration, it will restart automatically without letting you
press the button again.
Pressing O button will throw a bunch of homing missiles consuming more energy than the standard blaster shots. Both consume energy from the generator
of your ship when fired. The generator will refill energy constantly when you stop firing.
If the generator is destroyed, no more energy will supply your ship, making your engines and weapons stop working.

Credits :
Programmer/Designer/Graphist/Sound Designer : Akabane87
Music : Stephane Badey
Download Here

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