爱达荷州立大学中国学生学者联谊会

Chinese Association of Idaho State University (CAISU)

Flight Of The Athena Download Complete Edition


Download ->>->>->> DOWNLOAD (Mirror #1)


About This Game

Flight 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:


  • Dynamic mission and scenario generation - Missions are generated and scaled based on a number of factors (campaign progress, difficulty, etc). Each experience will be unique, with the focus on air combat awareness rather than learning levels. Choose the routes and rewards that will serve you best, using the information to hand.

  • Local co-op (2 to 4 player) - Form a wing and take on the campaign with additional pilots. Watch each others backs, and take care in the air!

  • Varied ship classes and configurations - A number of craft are available, from the small and nimble Skydoos through to the lumbering but heavily armoured Capital ships. Each of these can be configured with a wide range of weaponry available - choose your loadout appropriately for the mission in hand.

  • Multiple difficulty settings - A selection of difficulties are available, to suit the casual adventurer through to the hardcore shmupper.


a09c17d780



Title: Flight of the Athena
Genre: Action
Developer:
A To Play Ltd
Publisher:
A To Play Ltd
Release Date: Release date TBC



English



flight to athena band. flight to athena band. flight to athena. flight of the athena. athens to santorini flight. athena voltaire flight of the falcon. athena voltaire flight of the falcon. flight athens santorini. flight to athena. flight of the athena. flight athens santorini. athens to santorini flight



Procedural level generation:
Happy first of the month all!

One of the unique aspects of Flight of the Athena is the procedural level generation for certain mission types in the game. This won't be required for certain types (e.g. boss battles), but for others (like the classic start to finish shmup level), these levels will be built and so provide a unique campaign experience on every playthrough. It also reinforces shifting the challenge away from level learning, and towards situational awareness + pilot skill.

These levels are built using a variety of input parameters (campaign progress, target length, mission type) from sets of level "chunks", using the input parameters to narrow down suitable chunks, and build the level accordingly. This also gives scope to scatter in special mid-mission events (e.g. take down a stray enemy cargo ship), which if completed will give extra resource bonuses to the player(s).

The system is still in development and coming on nicely, but still plenty to do in terms of building and balancing the level chunks.



Thanks for reading, and stay tuned for further Flight of the Athena updates!. 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!).



. DevBlog #7 - On the (bargain) hunt, You ain't the Boss of me, Road to Release:
On the (bargain) hunt

A mini-milestone has been reached with the working implementation of the primary weapons shop. There is still some graphical work to do to show the impact of the purchases, descriptions etc, but having this in place functionally means work can proceed on balancing economy within the main campaign, alongside finishing the secondary weapons and new craft shops also.





You ain't the Boss of me

One of the main appeals of creating a shmup with procGen elements was the ability to create fresh playthroughs each time, and build upon the content and world – this can and will involve new maps, enemy waves, mission types, but also new bosses which can all slot into the main campaign. To that end, I've started working out the Bosstiary mode. As the boss count goes up, I thought it would be useful to have a game mode where you can practice battling against the bosses available – as well as being a pretty useful tool during development! More on this to follow as the mode is built out.

Road to Release

Getting Flight of the Athena to a releasable state has and continues to be an adventure in itself, but it feels like plenty is moving in the right direction. The current plan is to take it to Steam Early Access with a chunk of the main campaign and the Bosstiary mode active, to gather valuable feedback whilst the remainder of development takes place. Any bugs / defects would be welcome, but actually it would also be at a stage where any awesome boss suggestions, enemy types etc would have a decent chance of getting worked in. I'll put out a date for this release when I have fair confidence of achieving it.

Tasks for the next couple of weeks: Next pass of wave/chunk creation, finish shop implementations, Bosstiary mode, test assets > final assets. (And probably a few critical tasks I've forgotten!)


. 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!. DevBlog #8 – Route one (or two, or three), Turrets for Sale, State of Play:

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!


Ys VIII: Lacrimosa of DANA - Elixir Complete Set download for pc [X...
Deflection Dimension download 5kapks
OCTOPTICOM Download] [portable]
Triblaster .zip Free Download
Waste Walkers Awareness hack
Nimble Quest .zip Download
Rocksmith 2014 Green Day Song Pack Free Download [Patch]
Burnin' Rubber 5 HD download for pc [cheat]
Poker World - Single Player download exe file
Hexcells Plus crack 64 bit

查看次数: 9

评论

您必须是爱达荷州立大学中国学生学者联谊会 的成员才能加评论!

加入 爱达荷州立大学中国学生学者联谊会

Local News

© 2024   Created by Webmaster.   提供支持

报告问题  |  用户协议