SST: ‘Desertia’ Level Video Released, Work In Progress

After much work on doing fixes to my Super Space Trooper video game, adding in sound effects, and tinkering with the character controller, I’m ready to release a video sample of the “Desertia” level.  I’ve released previous videos of it as well, however this is the closest to a complete product to date.  There’s still quite a bit that needs to be done but it’s at a point where I can release this video for public consumption.

Check it out, rate, feedback!

The video is about 2/3rds of the first level prior to reaching the Boss.  That part still need some work as I’m having problems with checkpoint respawns in the Boss areas.

I’d be happy to read any comments, suggestions and/or constructive feedback!

Posted in Screenshots, Super Space Trooper, Video, Video Game Development, Video Game Marketing
5 comments on “SST: ‘Desertia’ Level Video Released, Work In Progress
  1. TheUndeadTech says:

    fucking awesome

  2. SuperSpaceTrooperVG says:

    Thanks for the feedback. And I do agree with what you’re saying and have been trying to figure out a way to get around that. Especially within the Leweria (forest) level where the player’s ship is completely outclassed (graphics, design) by the environment.

    I’m somewhat stuck because I need it to be small enough and opaque so that the player can see what they’re shooting at, but because it’s opaque it also looses a lot of design/texturing detail.

    Any suggestions?

  3. Icemaz says:

    Ok, I guess I’ll make my first quibble here.

    I am not compelled by the protagonist at all. I don’t really know why. It doesn’t jump out at me.

    The ship just seems too plain.

    I can understand design restraints, especially because it’s going to be in the foreground the whole time, but the look of it doesn’t make me care enough about it.

    I’ll try and word this better if I can haha.

  4. SuperSpaceTrooperVG says:

    Thanks! Actually it was your idea from a previous comment (you said the ship was too big, occupied too much space) that made me think how to get around it. The transparency allows quite a bit more viewable area. Though I’m still trying to work on a way to allow even more viewable area as even the engine glow can get in the way sometimes.

    I love the soundtrack. At first it didn’t fit. But now that I’ve heard it about a 1000 times while testing, it totally works! :)

  5. Izitmeee says:

    I really like the idea of making the player’s ship transparent. Allows for better vision, and is peculiarly fascinating. Also, interesting movement concept and great soundtrack :)

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