Extermination Shock

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WizardofChaos
Posts: 17
Joined: Tue Jan 11, 2022 8:43 pm

Extermination Shock

Post by WizardofChaos »

Hi all,

I've been working on developing a space sim causing Irrlicht for the past couple years, and it's finally ready to show off. It's called Extermination Shock and it's directly inspired by things like Wing Commander and Freelancer.

Trailer: https://www.youtube.com/watch?v=xydktDai1Bo
Steam Page: https://store.steampowered.com/app/2510 ... ion_Shock/

Planning to release in the next few months, depending on whether or not I can get a couple of last-minute fixes and debugging done!

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Irrlicht's been really easy to use for this whole thing; the graphics are using shaders written in HLSL and scene management has been pretty easy (1.9 also has some convenient extra GUI code that made handling menus a lot easier). It's been fun trying to stretch what I can out of both the defaults and the custom stuff I've been creating for it.

The collision and physics are done using Bullet3, which has been invaluable, and under the hood it uses an ECS (Entity-Component-System) setup made possible by flecs, which has been equally incredible. Audio provided by OpenAL. Mixing all of that together with Irrlicht has been interesting to say the least. I had to write my own AI code, unsurprisingly, and it uses steering behaviors combined with a state graph to produce some pretty interesting flying.

The actual gameplay itself is mission based; you pick a mission from a list in a given sector (there are seven, eight missions each), select your wingmen, and create the loadout for your ships with weaponry and physics-based attacks. You build all of this from a fabrication bay and have to be mindful of ammunition counts as well; different ships have different attributes and amounts of weaponry. Your wingmen also have differing skillsets and fly differently; you can talk to them at the mess hall as well. These conversations can unlock additional missions or modify their stats.

It's been a hell of a lot of fun to make. If you have any technical questions on how I accomplished something, don't hesitate to ask. HUGE thank you to CuteAlien and other forum posters for help during this project while fiddling with the engine; it's been a very smooth process.
Local man gets so irritated with modern space sims that he starts writing his own
n00bc0de
Posts: 38
Joined: Tue Oct 04, 2022 1:21 am

Re: Extermination Shock

Post by n00bc0de »

I wishlisted it. The combat looks pretty fun.

Also, you didn't have a launch date on your store page. Is it still pretty far out or are you still deciding on a date?
CuteAlien
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Re: Extermination Shock

Post by CuteAlien »

Nice to see and glad I was of help :-)
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WizardofChaos
Posts: 17
Joined: Tue Jan 11, 2022 8:43 pm

Re: Extermination Shock

Post by WizardofChaos »

n00bc0de wrote: Sat Jan 13, 2024 7:06 am I wishlisted it. The combat looks pretty fun.

Also, you didn't have a launch date on your store page. Is it still pretty far out or are you still deciding on a date?
Naw, not far out at all, just dependent on my competence.

If I have my general crap together by Feb 27, I'm releasing in March -- if not, I'm releasing in June. The rationale there being that the next Steam NEXT festival is in June, and the cutoff date for signups is Feb 27, so if I'm not *quite* ready by then I'll just take the extra three months to scrub it even more.

The game's done as-is; I can sit down, start a campaign and beat the final boss. Right now I'm just debugging, fixing stuff, checking for efficiency and adding a few additional UI elements and QoL features. There's a little too much text on the screen for my taste, so there's some things that are getting custom passes. Also gotta debug multiplayer, which is time consuming.
Local man gets so irritated with modern space sims that he starts writing his own
Brainsaw
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Joined: Wed Jan 07, 2004 12:57 pm
Location: Bavaria

Re: Extermination Shock

Post by Brainsaw »

That looks nice, also wishlisted your game.
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