About This GameFlight of the Athena is a vertical shooter with a procedurally generated campaign and scenarios. Earn new craft, weapons and upgrades as you fly deep into enemy territory to destroy their central command, and turn the tide of this war.**Please note: Flight of the Athena is a dual-stick vertical shooter – a dual analogue XInput / Direct Input controller is required for each player** Key Features:
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Route one (or two, or three). DevBlog #9 – It's a trap, Like a Boss, Release Me:
It's a trap More ambush waves are being integrated into the level ProgGen engine. As this is a vertical shooter with the main bulk of attacks coming from the top, the ambush waves are generally going to hit from the sides and below. A GUI warning system will show the incoming direction of these ambush waves to give pilots a short warning. Being ambushes though, there may be instances of being hit from both sides, or even all directions at once... Like a Boss The Bosstiary mode is starting to take shape; it's a time attack challenge, with a set craft loadout depending on the challenge difficulty, fighting against a player selected target boss. The set craft loadouts should make this interesting, as the harder challenge difficulties could equip you with sub-optimal craft / weapon types to take down that particular boss, but it will be down to the pilot to adapt and make the best of it. Release Me The to-do list of dev tasks before the first Early Access release is down to the low tens, so tentatively looking at the end of May for the first release, depending on these remaining tasks and fixes. This would give access to the first two chapters worth of content for the Campaign, and the Bosstiary mode with the currently available bosses to challenge. With that main core in place, subsequent chapters of content, bosses, events, game types etc could be added and worked in by the procedural campaign generator as and when they are integrated. Till the next update!. DevBlog #4 – RPG, rogue or rogueLite Shmup?:
The heart of the game. DevBlog #6 – Regional Specialities, We Are Legion:
Regional Specialities Under the hood work in the campaign engine has enabled regional traits to be configured. For instance, the Arctic region currently has the negative traits "Battlefield Intel -" and "Flight Pathing -" influencing node visibility and potential flight routes respectively, but also the positive "Resource Abundance ++" which increases the chances of resource caches on the map. With a different mix of traits for the different region types, the player will need to work with the intel they have to choose the flight paths they think would be most advantageous. We Are Legion Work is ongoing on a new boss, callsign: Legion. Quite physically formidable, he will be able to split and rejoin parts of the ship, as well as being armed with a "proper" heavy laser you will not want to find your ship in the path of... More heavy lifting on the path to Closed Beta / Early Access, but lots of progress. That's it for now, till the next update!. DevBlog #5 – Feeding the ProcGen Beast, Flying Economy:
Feeding the ProcGen Beast. Bigger means bigger:
A new boss was built for Flight of the Athena, Mega – he is heavily armed and extremely dangerous, with primary vulcans, secondary bolo cannons and a nasty impact mine launcher. To add a bit of balance, work was completed on a new player Capital ship, the Arkangel. Heavily armoured, equipped three primary hardpoints and two secondary hardpoints, it makes an ideal ship of the line (though it will not come cheap!). . Campaign, meet battle engine...: Happy New Year to everyone, I hope 2018 is a good one. Two major sections of the game for Flight of the Athena are the overall campaign setup + handling, and the battle engine. They have been kept independent for the most part to keep development work flowing (whilst being sympathetic to the factors that impact the other), however sufficient progress has been made to move onto the next stage – bringing the two together. This will be a significant step towards a full end to end flow for the full game, and whilst there will still be other parts to complete within this flow (e.g. Shops for ship / weapon purchases), will start to give a good idea of how progression feels, and further work around this aspect. Interface V2 is now work in progress, and should tie in nicely with the end to end flow work. Thanks for reading, and stay tuned for further Flight of the Athena updates!
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