Greetings, Starfighters

What's Shaking?

It's been a busy few months and too long since I've updated the dev blog, so here's what is happening in the world of Enemy Starfighter. 

  • Solar systems are now "real" and not simply skyboxes as they were before
    • Landmarks such as planets, moons, belts, and nebulae are generated outward from the star based on a simple set of rules
  • You can warp the Harbinger Fleet to any known landmark in the solar system (ANIMATED)
  • ...but the same applies to enemy fleets, some of which respond to your last known location or destination
  • Factions have been implemented, and each faction has its own set of traits that are applied to the unit
    • Traits modify unit stats or enable alternate weapons, making every weapon or ship I create stretch further
    • Some factions are always present in a solar system, such as Lane Marshals that run overwatch on jump nodes
    • Others factions are determined during solar system generation
  • Lots of bug fixing and polish on other systems
  • After a lot of iteration and pain, the game's overall direction has been focused even further

Grand Theft Starfighter

Watching, waiting.

Battle-planning has been replaced with hunting and hiding. Before, each battle was fed to you via a simple mission generator and menu. It wasn't dynamic, lacked tangible persistence, and it certainly didn't fulfill the fantasy of being a starfighter harassing the enemy deep in their territory. I can go into this in detail if people want, but I won't bore you with that here.

Now, when you enter a system you are told what flagship to destroy and are given free rein to hunt and deal with it as you see fit. Do you build up your forces and take out the flagship head on? Do you misdirect their escorts to a bogus landmark and then jump the vulnerable capital with a small group of beam frigates, knowing full well that you will lose them?

Once combat begins, gameplay is structured very much like a police chase with your fleet at the center of it. If you've ever played GTA or if you've ever done small-scale skirmishes in a game like EVE, you should have an idea of what to expect. In fact, a lot of what makes this game tick comes from countless hours I've spent running around in EVE's Syndicate region in an interceptor.

While a few of these systems are super rough, they are at least functional. They mainly need passes on readability and polish, which will happen soon.

Chatty Pilots

If you are watching a stream and go, "Damn these fighters are chatty!" you would be right! It's mostly because I use their VO to help me debug what they're doing. If they say a certain phrase at the right time, I know the AI is working correctly. This will be appropriately tuned and varied for the final game, I promise!

Escape Pods


One thing missing from the game was a satisfying currency reward loop for killing fighters. The tumble alone felt good and you earned points for it, but a new layer has been added: the escape pod.

A majority of your currency is acquired from killing the crew of downed vessels. If you have an autoturret, it happens automatically. As a capital goes down, the famous loot-piƱata situation occurs as the crew abandons ship.

It's one of the first things I've put in the game that makes people feel like a villain. Several people reported feeling conflicted about it. Good!

The Future

Here's the roadmap for the next month:

  • Iterate on the fleet AI and solar-system mechanics
  • Pass on the cockpit art (it is woefully out of date, and I know more about what my requirements are)
  • Create new models for units that share them (for example, the Federation torpedo frigate uses the pulse cannon model). It was done this way to get functionality working before worrying about the art
  • Start capturing footage for a new trailer/gameplay video

In the meantime, if you'd like to get a closer look at the goings-on with the game, keep an eye on the channel. I also post tiny dev updates and images on Twitter.

Aleksander Rostov's Art

Aleksander Rostov was sketching and watching the dev stream in the background. As we were winding down, he posted this:

Be sure to check out his tumblr for more incredible art! 

11.10.13 Update

Control Freak

I've been spending a lot of time (probably too much) working on the game's input and controller support. Unity's input manager does a swell job for simple projects, but it doesn't let you do a few key things: 

  1. Build and load controller presets. I want to let the player say, "I'm playing with the mouse and keyboard," or "I'm playing with a Logitech gamepad," and have the game set up the best possible control scheme with no further effort.
  2. Edit subtle control elements like dead zones on the fly. Normally this is not important, but it is in any sort of sim.

There are cool 3rd party libraries that will help you with these problems, namely Rebind and cInput, but neither did what I needed without a lot of modification.  So I wrote a system that integrates with the command console.

 Config files are read from a folder, and will set up your controls based on a simple syntax:

controls.action.bind +weapon_fire space mouse0 joy1button0

If you've ever written configs for an id engine, this should look familiar. You can even write aliases that enter console commands and bind them to buttons, but I imagine this is more useful for debugging.

If this stuff makes you go cross-eyed, have no fear. Most players will never have to touch a config file. This is there for those with crazier control hardware or those that want to have the freedom to rebind whatever they want. 

Control debugger shows what actions are down, where my analog axes ACTUALLY are, and the final input values after the game has corrected them.

What You See Is What You Get

Games are interactive, and your input devices are the glue between them and your players. So draw your input on screen. I don't care how simple your game is, you will learn a lot about how it handles by being able to visualize what's going on. Don't be lazy. Your game will feel better because of it.

Once I did this, I learned there were deadzone bugs in the pitch/yaw control. I learned that my digital inputs hooked up to axes were overriding input when you let off the stick, making re-centering feel sluggish.  I had never drawn the mouse steering circle/deadzone, but when I did I noticed that long ago it had been written to be configured by absolute pixel size instead of relative screen size.

For a space sim, Enemy Starfighter is on the super lean side of necessary controls and even then, seeing this data helped out with the feel immensely.

 "Draw debug info," should not need to be said, but it's hard to be diligent about writing this code. It takes a decent amount time to implement a good visualization for the data you're trying to present, time that could be spent elsewhere. But with critical systems, it's almost impossible to have too much good information. 

10.25.13 Update

The "shop" and the upgrade system.


A few outlets have been kind enough to give Enemy Starfighter a shout out! Have a look!

Thanks, everyone!



Brendon at BlendoGames gave me the idea to start streaming some of my dev work, so I gave it a shot. It turned out pretty well. There is a Marauder Interactive channel over at Twitch, so follow it if you want to get notified when it goes live. 


Dev Work

I've been working on a lot of small stuff recently: Things like tweaking AI behaviors for almost every ship, or working on the map UI so that subsystem selection is much cleaner.

I've also cleaned up one of my test scripts and turned it into sort of a last-stand mode which turned out pretty fun. I'm not sure how I'll integrate that into the game yet, but it made me polish a few underlying systems like my spawn points which is awesome!


VR Lessons Learned

PAX was amazing, and nothing helps you make your game better than a 100+ player focus test. Some players knew what to expect, others had no idea about the game beforehand, only seeing a chance to try the Oculus Rift. 

 I promised I'd write up an article about some of the techniques I used and things I learned. Most of this is purely anecdotal, but hopefully some people find it useful.

Lesson: Avatar Context Really Is Important

We would ask people how they felt after almost every playtest, mostly because I was terrified that all the spinning and swirling of the game's core combat cycle would be a one-way ticket to barfsville. We even had a trash can conveniently nearby!

It was not a problem for most people. Some players that seemed fine probably experienced that feeling of being "off" later, so I won't pretend we had anywhere near a 100% "success" rate for the VR experience.

But all VR experiences are not created equal. My wife absolutely cannot deal with the Tuscany demo or any first person shooter. But put her in the cockpit of a vehicle and she's fine. Before the Rift was released, we all figured that games where you're sitting down would fare pretty well. This means racing games, flight simulators, and the like. Luckily, Enemy Starfighter falls into this category.

Why? I'm not sure. It may be how movement is handled. FPS movement has been super unrealistic as far back as I can remember, so that probably causes your brain to be challenged when it's fully immersed in the VR experience. You're not expecting to accelerate or decelerate so fast, gently sliding to a stop. All those things that make certain engines feel great for FPSs on a monitor are now your enemy in VR.

I believe that your brain is good at wiring itself to the context of whatever's going on in the headset. It wants to play along! But with that comes certain preconceptions of how movement is supposed to look and feel.  Just don't violate those preconceptions and you'll be fine.

Lesson: Floating UI Is OK...


 ...if you take the time to respect the player's focus. Real fighter pilot telemetry is projected out to infinity. This is incredibly important! It means that your eyes don't constantly have to juggle focus between your target and the UI.

In some of my initial tests with the Rift, this actually contributed to my own VR sickness. My HUD consisted of text and mesh objects that floated above the dash in your ship like you see in so many modern sci-fi movies. But when you wanted to aim at the lead reticle, your eyes would constantly fight to resolve the depth of both the HUD element and the target ship. It felt awful.

So when I went back to implement Rift support for PAX, I did some research. There was a post on the Oculus developer forums stating that humans can't perceive depth (while stationary) past 800m or so. 

So I ended creating text labels (using nGUI), that are projected out into space 2000m from the camera. Then I scaled them up so they would be an appropriate size on screen. Finally, using a shader, they are told to render on top of everything else.

 This actually worked really well. It still becomes a problem when a target ship is REALLY close to your own, but at that point it's so much larger than the HUD element that there's no real fighting going on. The target ship itself just wins focus.

So if you have any sort of floating text or HUD, don't skimp on making this feel correct. It will probably require extra work that you don't want to do, but the results will make for happier players. 

This is the player's fighter, and those HUD elements are about 2km out from the cockpit camera.

This is the player's fighter, and those HUD elements are about 2km out from the cockpit camera.

Lesson: You CAN Manipulate The Camera

There is subtle screen shake on almost every action in the Oculus Rift demo. Shooting, boosting, getting hit, spinning out, and nearby explosions all slightly modify the camera's look vector.

Not a single person mentioned the screen shake. I won't kid myself though. It could have been what contributed to the couple of people that felt off, but I can't be certain unless I have them back for more rigorous testing.

The shake itself is not heavy. Every impulse is less than 0.4 degrees and decays over time. I also do not touch the camera's position during screen shake, only rotation (and even then I leave the roll axis alone). 

I DO manipulate the position of the head based on your ship's current acceleration (angular and linear), but this movement is heavily smoothed.

This transition is surprisingly easy on people's VR experience, even if they're upside down.

This transition is surprisingly easy on people's VR experience, even if they're upside down.

Moving in and out of the map mode controls the camera look vector as well, although only for a second or two. Surprisingly, even transitions like this seem to be fine, if a little fear-inducing.

So what gives? 

In addition to these transitions being short, I think it has to do with the fact that I never fully control the player's look vector. I never presume to completely lock the camera in a direction. When I transform a camera during shake or transitions, I always let the player use his head movement as an offset.

 The TF2 death camera is an example that fully controlled your view, and I can totally see why that would be weird. But in Enemy Starfighter, if you transition to the tactical map and are looking left out of the ship's cockpit, you are looking in that same direction offset from the tactical map camera as it pulls away from your fighter. 


The main thing I learned is that FPSs and cockpit simulators truly are different beasts in terms of what you can get away with in VR. Don't be afraid to experiment, test, and iterate. As I was working, I knew I had built up a tolerance to a lot of what makes VR seem weird, so I was extremely terrified as I did my first few tests with friends and family. Thankfully, it all worked out.

I've also received some really good feedback from a few people that have heavily worked with VR, and will be iterating on this experience to make it better.

Thanks to everyone who stopped by the booth at PAX!


Seeing Double, Coming in Hot...

We have something special planned for those that will be at PAX. Over the last two weeks Oculus Rift support has been integrated into Enemy Starfighter. Quite a bit of work has gone into making this experience work well in VR, and we'll be continuing to improve it before and after the show. 

We're still not sure how deep this support is going to go in the final game, but now that you can swap between regular and Rift-enabled modes, it should be easier to keep it integrated moving forward.

The following is a Rift-enabled demo video during some testing on a debug map. Apologies for the 720p resolution, as YouTube doesn't like it when I upload the native 800p video. Those 80 pixels matter so much on this hardware! Next time I'll try recording at 1080p.


It's been a really interesting design exercise too, because it forces me to analyze and clean up the UI in many ways. It's amazing what you take for granted when you count on even a full 720p (at least) screen. I think the whole game has benefited from this pass, because everything got a whole lot cleaner. Constraints are good! 

There's still a lot to fix, namely the popping looping sounds that I'm getting on exterior fighter engines (it's not the clip contents). My OCD is kicking in hard on that bug so there's a good chance it will be fixed for PAX. 

In the meantime, get ready to dogfight at PAX! Now to get back to work!

Fun fact: We looked into Enemy Starfighter air-sickness bags for the show.

Edit: Popping has been fixed!

PAX Prime

Our PAX Prime 2013 page is now live! We will be bringing a playable build of Enemy Starfighter thanks to the team at the Indie MEGABOOTH!  Check us out in the minibooth area on Sunday, September 1st and Monday, September 2nd

The indie lineup for this show is absolutely incredible, and we're super excited to be a part of this event. 

Peter Wartman's Art

One of the best parts of making this game is getting to meet all sorts of talented people. I logged into SomethingAwful and a message was waiting from me from Peter Wartman:

I needed to do some warm up sketches today, and, hey, new screenshot in the Enemy Starfighter thread.
What can I say, I really liked the shape of this thing.


Peter used one of the game's screenshots to do a warmup sketch/overpaint.

Peter used one of the game's screenshots to do a warmup sketch/overpaint.

It's not "official" Enemy Starfighter art, but it's officially awesome. Make sure you check out his tumblr, Shipwreck Planet, for more amazing ship concepts and comic art. 

New Website, New Screenshots

It's high time I cleaned this place up!

I dropped WordPress mainly because 99% of what it does, I don't need. This hosting automatically looks fine and is easy to set up and maintain, meaning I can spend more time working on the game (and boy there's still a lot to go).

Speaking of, it turns out there's a lot of work involved in making a space sim, even one that's lighter on the simulation part of things. But things have been quite busy here, and a lot of work has been done since the last YouTube footage was posted. I'm excited to show everyone what I've been working on.

In the meantime, check out the new screenshots.