Progress Update one
Hello everyone, Thanks for all the support, Celestial Breach has been greenlit!
Quick Summary of things done:
- New Weapon - Unguided Rockets
- New Weapon - Guided Bombs
- New Weapon - Burst Grenades
- New Weapon - Self Locking Cluster Missile
- New Weapon - Railgun
- Small visual updates
- Optmisation - Net Bandwith, Bug Corrections.
As you can see I’ve been very focused on weapons, going from 4 “secondary” weapons, to now 9. (total goal of 12).
Future Work:
Game Development wise, the current priority is new content. (enemies, weapons, missions, upgrades). while keeping an eye on optimisation/Bug Testing.
But, I’m thinking of putting up a quick wordpress site that will enable me to redirect people to a more professional and compact summary than twitter, or steam greenlight.
I would also like to make some more detailed “Devlogs” on this site (like what the devs from Risk of rain or Rust did for instance - I love to read thoses).
Would also be a good place to put offical contact, and an application form for people who would be willing to do alpha testing. So… maybe 
Detailed new Features
New Weapon - Unguided Rockets
Game Play wise it is in between standard missiles and unguided bombs:
- 14 rockets
- no lock
- fire in full auto
- medium damage
- medium range (no sights, + small spread)
This weapon has been added to the medium Air to Air Class, it is a class mainly intended for Air to Air combat, thus unguided rockets makes it more versatile for Air to Ground combat.
New Weapon - Guided Bombs
It is a Classic “Arcade Flight Sim” weapon. Less Damage than the unguided ones, but easier to aim. The trick is that you have to drop them above your target,
or high enough for then to travel to the target, they do not fly like missiles, they only orient their fall to a specific extent:
- 4-6 Bombs
- Locking
- one to 6 bomb simultaneously
- high damage, small splash
- medium range
This weapon has been added to the medium Air to Ground class.
New Weapon - Burst Grenades
It is a Grenade launcher running in Full Auto Burst of 10 grenades. It an in between of the rockets and the unguided bomb. about the same damage of the bombs, but to a more precise area, and easier to aim. But still less range than the rockets
- 20 - 60 grenades
- no lock
- fire in bursts of 10x
- high total damage
- short range (low velocity + no sights)
This weapon has been added to the medium Air to Ground class.
New Weapon - Self Locking Cluster Missile
It is a Big Unguided missile, than will automatically explode in front of you, spawning cluster missiles, that, each, will select the target the most aligned with them.
- 2-6 Cluster missiles, with 10 childs each
- no lock - impossible to know exactly what it will choose.
- Currently the only weapon your can use while fleeing
- high total damage
- medium range
This weapon has been added to the medium Air to Air class, It is a more “fun” one, but can still be very useful in certain situations.
New Weapon - Railgun
It is an electromagnetic Cannon, With a Delayed shot (5s), but very powerful and very long range. The Cartridge Contains the Ferromagnetic Projectile and The Electric Charge to launch it. The CrossHair is actually moving on the screen, because it is a projection of the simulated impact on the map.
- 2 Separate Shots with their own warmups.
- no lock.
- 5s warmup delay, cannot abort launch.
- very high total damage
- very long range (Instant velocity, thus no drop, + crosshair)
This weapon has been added to the high Air to Air class.
Minor visual updates
New Cluster Missile 3D Model, and The Air to ground missile 3D Model (from CGtrader). + rocket and bombs progress bars (from me ;))
Optmisation - Net Bandwith, Bug Corrections.
Not very interesting stuff here, mainly cleaned up variables that didn’t need to be replicated, reducing replication rate for thing that doesn’t need high rate and so on.
I replaced my custom movement replication function with a simpler, less bandwidth heavy one I made for the AIs. I wont go into the details, but I now “just” lerp the transform over time with a little bit of prediction instead of updating local “jet engine speed” and “rotation rates” at fixed time intervals with a hard sync every second. As Far of the bugs goes, corrected mainly the replication oversights discovered while recording the Greenlight trailer with a friend.