Posts Tagged ‘dlc’

Galaxy on Fire 2 – Valkyrie Dev Diary Part VI: Attention to Detail

Thursday, April 21st, 2011

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - love for detailYou might think Fishlabs was very busy polishing Valkyrie in the last couple of weeks. You would be right. In all the commotion and deadline pressure, however, there was still time to pay attention to detail. Or better, we took the time. This chapter will illuminate some of the remarkable fine print among the otherwise prominent changes to the epic sci-fi game Galaxy on Fire 2. Size matters and so do small changes. These low-key improvements are likely to escape your attention when flying through the add-on for the first time. All those details in sum make the game experience much more pleasant. After all, a truly immersive gaming experience is what we are after and what a Premium iPhone game is for. [full]

 

When it comes to immersion the biggest small change is the zoom when you head towards a station and the planet behind it. Since the planets themselves are 2D, they used to remain the same size when you headed towards a station. The planets will now get bigger the closer you get. This adds to the impression of being right inside the scene.

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - Wraith heading towards a planet

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - Wraith heading towards a planet (2)

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - Wraith heading towards a planet (3) 

The asteroids have been reworked, too. Their surface is more elaborate these days. You might actually feel like standing on a galactic chunk of ore seeing the newly refurbished asteroid surface under your ship’s feet. To give the asteroid theme a new edge, too, the new systems in Valkyrie will feature far off asteroid fields. These are mere atmosphere, though, as you can neither reach nor mine them.

 

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - asteroid fields in the background

 

When you fly past the system’s sun in the background you will see a new lens flare effect. Will you notice the difference? A far more striking redo is the new explosion animation when you finish a ship. It will make the destruction of ships a highly enjoyable visual treat. We expect people to make good use of the Action Freeze tool and present ever more beautiful pictures of explosions in our forums.

 

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - a Phantom fighter destroying an enemy ship

 

The biggest bang in our portfolio of detail changes is set to change your perception of playing Galaxy on Fire 2 for good. The expanded field of view. You will see more and further into the distance- hence you will be able to operate more strategically with a wider view on what’s going on. At the same time, you need keep your inner focus so you don’t get lost when too much is going on. This fine change is both challenge and blessing and we are curious to hear what people say about game play with the effected field of view increase. Pictured below are both the old setting and the new one. Don’t be mistaken, the screenshots do not simply show a different position. Depicted is the exact same position with a different width in the field of view. What do you think about it?

 Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - the old field of view

 

Fishlabs Galaxy on Fire 2 Valkyrie iPhone Game Screenshot - the new field of view

Galaxy on Fire 2 – Valkyrie Dev Diary Part V: Feature Trailer

Friday, April 15th, 2011

Fishlabs iPhone Game Galaxy on Fire 2 add-on - Valkyrie The official trailer for the epic add-on Valkyrie™ is here. See for yourself what you’re going to get with the imminent update to our iPhone sci-fi game Galaxy on Fire 2™ and the contained in-app purchase Valkyrie™ to be released 28th April. I hope you’ll agree that the new content is worthy of a premium trade shooter! In a completely voiced story line Keith T. Maxwell has to face an enemy who, unlike the up front warring Voids, is a malicious snake in the grass. The darker than ever galaxy, despite the glorious defeat of the Voids, still is on fire. Keith remains dangerously oblivious to what is going on for almost too long. In the meantime his anonymous foe is relentlessly pursuing the selfish goals of his very own evil conspiracy by means of deception, manipulation and intrigue. The life of Keith and many other galactic citizens is threatened while they are fatally oblivious to the danger they are in. Will Keith prevail? In any case, Keith has some neat new technical features and splendid ships aiding him in the quest for galactic peace and liberty.

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Now, when we say epic iPhone tradeshooter, we mean epic. Buzzing into a hive of intrigue and shooting his way out of lethal tight spots are just the right challenges for a hero like Keith. Yet, to prove that his heart belongs to a true hero he must set out on a voyage far more adventurous than his warp into the future. He must journey within. After all, what is the true price you pay for ever larger sums of money? If your only motivation is lots of hard cash, whom are you really serving? Like never before, Keith is torn between his intuitive gut feeling and what he thinks needs to be done. Will he know what is right? Will it be too late? Well, well, I’d love to tell you how it ends, but that would exceed the page capacity of our dev diary.

Galaxy on Fire 2 – Valkyrie Dev Diary Part II – Concept Art

Thursday, March 10th, 2011

Fishlabs - Galaxy on Fire 2 Valkyrie - Deep Science Ship finalLet’s start this weeks entry with a little exercise. Try to imagine epic sci-fi universes like Star Wars or, for that matter, epic sci-fi games like Galaxy on Fire 2 without space ships! Try again. You see? But inanimate scenarios without vacuum-born transportation and war machines are not the subject of this week’s chapter on concept art. On the contrary, it’s all about space ships! They are the indisputed stars of Galaxy on Fire 2, anyway. Being visible most of the time in-game they also get the biggest part of attention in the game’s forum. That’s why the choice fell on ships readily when pondering over what visual object should featured for the concept art chapter. Fair enough, given that the ships are means of transportation for goods and characters, are weapons in themselves and allow you to show off your status. ”How can I get the Void X?” must be the most frequently asked question in the minds of GOF2 players and our forums respectively. Seeing the importance of the ships for a sci-fi space shooter you might wonder how exactly the act of creation looks like. Well, I did. And here’s what I found. [full]

As for the question ”who did it?”, the answer is easily found at Fishlabs. Art Director Marc Nagel is responsible for the creative process of Fishlabs’ visual assets and I asked him some questions about his work on the ships in Galaxy on Fire 2 – Valkyrie.  Marc being the starting point of the creative process I wondered where he starts. First of all “I’m making clear what direction the design shold take and what objectives we are having. For Valkyrie it was especially important, that the new ships would clearly distinguish themselves from those of other factions. We wanted to deliver something all new. That’s why from a design perspective the new ships should be some 20 or 30 years ahead of other ships in the galaxy”, Marc explains. General coolness is a factor, as well. You should feel the strong desire to fly around in one ot those ships. Design should help an object to look great and do much more. It should communicate characteristics beyond words and fulfill a given function. “Anyone seeing the marketing materials such as the teaser should be able able to realize there is something completely new and special about Valkyrie before reading any explanations”.

Once the basic parameters have been laid out inspiration comes into play. For the DEEP SCIENCE ships in Valkyrie Marc turned to the space ships of good old terran NASA for inspiration. “DEEP SCIENCE is a scientific organisation with the mission to explore the vastness of space. The link to NASA is rather obvious”. Specifically, the colour scheme of the DEEP SCIENCE ships is based on that of NASA space shuttles: black, white and tones of grey. The idea to hide the cockpit and leave the pilot without direct sight of his surroundings came from the unmanned drones of the U.S. military. Some inspiration was drawn from japanese scfi-fi animes, “yet only small details such as the characteristic antenna and some hull attributes.”

When it comes down to designing business scribbles and sketches are the starting point of a ship’s way into the game. Once conceptual drawings are digitalized Marc will provide the 3D-artists with a  turnaround view of the final design concept. If it is necessary Marc adds notes explaining what functions and details the 3D -artist should pay attention to. “As a rule I’m trying to give the 3D-artists as much freedom as possible” in order to give creativity some air to breath. His own digital work on the concepts he carries out using mostly Photoshop. Although he has often been looking for an alternative already “the variety of functions and possibilites is second to none. Plus, I find new areas of application all the time”. Sometimes he’s using vector programs like Flash to quickly create visual items such as the faction signs you can see on the space stations in Galaxy on Fire 2.

Bottom line? The design of the DEEP SCIENCE ships tells you “they are highly developed, experimental technology with a different take on things than all the other ships out there. You might call them the iPods of space travel, while all other ships are traditional. The DEEP SCIENCE ships are the figurehead of their organisation and its scientific mission.”