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stridesgames

@stridesgames.bsky.social

Gamedev studio working on our dogfighter - Shattered Alliance. Custom engine. Custom tools. Happy to share other fellow indies' work upon request! Cheers!

322 Followers  |  82 Following  |  214 Posts  |  Joined: 15.11.2024  |  1.9789

Latest posts by stridesgames.bsky.social on Bluesky

thanks! :)

15.11.2025 10:00 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

omg ... what a typo - i meant - automatically PROTECT ... geez...

15.11.2025 08:56 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#screenshotsaturday ok ... shields ... which sci-fi game is complete without shields yeah? In the Foresight universe, shields are bubble-shaped so that they automatically all components n emplacements.

But turrets can fire OUT of it.

#indiedev #indiegamedev #indiegame #gamedev #twitchtv

15.11.2025 08:53 โ€” ๐Ÿ‘ 17    ๐Ÿ” 6    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#WIPWednesday oooo what's that?!

Non-canon btw. Shields aren't supposed to appear THAT soon on these ships. But hey ... enemy anti-fighter turrets can fire at u but u can't hit them at all - at least until the shields are down.

#indiedev #indiegame #indiegamedev #gamedev

12.11.2025 20:03 โ€” ๐Ÿ‘ 12    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

#3 - Several ideas popped up - ie,

1. the alternate primary sphere can be delayed until 1-2 seconds become arming. If the bullet hits any surface, it'll merely bounce off.

2. start alternate the primary sphere small, then scale up over time.

10.11.2025 16:02 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

#2 -

coz it's unarmed - when it's suddenly armed, it'll hit the mothership because it has a significant sized hit sphere. While this may be really good for simulating a flak hit, it's meh when it comes to travelling across the length of the mothership...

I'll need to think of another solution.

10.11.2025 16:00 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

actually lol i'm going to hav a big problem with this particular flak ammo ...

coz already there's a solution to delay its collision active state - ie, by 300ms ... so once fired, it doesn't hit the mothership immediately.

BUT ... at certain angles it can go THROUGH the mothership (coz unarmed)

10.11.2025 15:59 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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#screenshotsaturday OK, this is a preview on how playing as a turret feels like. I know we aren't the first game with turret controls (duhz) but it's a secondary gameplay when reinforcements aren't available.

Oh yeah the flak hit sphere is pretty big.

#indiegame #indiedev #indiegamedev #gamedev

08.11.2025 15:32 โ€” ๐Ÿ‘ 12    ๐Ÿ” 5    ๐Ÿ’ฌ 3    ๐Ÿ“Œ 0
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#WIPThursdays #WorkInProgress Interior "cockpit" view. Ammunition matters. If this is proximity fuze flak that fighter wouldn't have stood a chance.

Still need to work on the UI display and other issues. Soon.

#indiedev #indiegame #indiegamedev #gamedev

06.11.2025 17:58 โ€” ๐Ÿ‘ 6    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

P.S. each barrel fires independently, and is destructible, rendering the particular turret inoperable. Will show more in its animated form this weekend.

It animates almost exactly like the good o chicago piano

05.11.2025 18:17 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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#WIPWednesday #WorkInProgress
4-barrel Light Mass Driver turret firing like the old chicago piano ... this is just a normal round ... wait till it fires proximity fuze rounds...

Oh yes - u can control it. (and hav loads of fun with it)

#indiegamedev #indiedev #indiegame #gamedev

05.11.2025 18:11 โ€” ๐Ÿ‘ 10    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#mondaymotivation here's a temporary placeholder for a 4-turret "chicago piano" which is an anti-fighter turret. Not a turret u'd wanna fly against head-on.

#indiedev #indiegamedev #indegame #gamedev

04.11.2025 08:38 โ€” ๐Ÿ‘ 9    ๐Ÿ” 4    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Moreover, losing a barrel doesn't cause the destruction of the entire turret. It merely disables (temporarily) the turret partially or fully from being able to fire. That's until the new barrel respawns...

01.11.2025 16:15 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

Therefore, since the system is already there - might as well use it to add a bit more depth to the game. Turret gunners MAY in the future request for the turret barrels to be replaced or upgraded to fire more powerful ammunition types...

01.11.2025 16:14 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

The mechanics for barrels to be an independent "ship" object was made because it's just a flick of a switch - either way it had to be a ship object because only ships can "recoil" - not meshes - at least not coded that way.

01.11.2025 16:12 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

P.S. for those who doesn't know what's a Chicago Piano - it's a term given to a ww2 1.1 inch AA guns installed on carriers like the USS Enterprise (CV-6).

01.11.2025 16:11 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

No #screenshotsaturday this week. Working on completing the turret framework:
1) Barrels can be taken out individually
2) Each barrel recoils independently
3) Switching between turrets and UI display

#indiegame #indiedev #indiegamedev #gamedev
Chicago piano is BACK ON THE MENU bois!!!!

01.11.2025 16:09 โ€” ๐Ÿ‘ 3    ๐Ÿ” 2    ๐Ÿ’ฌ 4    ๐Ÿ“Œ 0
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#screenshotsaturday Surprised that the hover mechanic has so many uses - up to the pilot's imagination... maverick vs rooster in top gun, anakin's hangar shield destruction in episode 3 etc...

#indiegame #indiedev #indiegamedev #gamedev #twitchtv

25.10.2025 08:23 โ€” ๐Ÿ‘ 11    ๐Ÿ” 3    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

P.S. The shake does NOT affect ur aim; nor does it shake distant objects in a way that is distracting... notice that the reticule doesn't shake?

18.10.2025 07:53 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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#screenshotsaturday! Added recoil camera shake (that doesn't affect distant objects) & hover controls (up/down) - that's the 4th axis u can control ur fighter apart from pitch, yaw, roll. Now u can just face down and hover up to do an attack run

#indiegame #indiegamedev #indiedev #gamedev #twitchtv

18.10.2025 07:50 โ€” ๐Ÿ‘ 18    ๐Ÿ” 5    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

Btw everything is off here. Reticuleโ€™s off. Aimingโ€™s off. Firing doesnโ€™t trigger a recoil animation when it should. Will need time to figure out.

12.10.2025 01:55 โ€” ๐Ÿ‘ 1    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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#screenshotsaturday u can control a turret if u wish. Though, ur AI wingmen won't be doing anything. This is a passage of gameplay where the mothership is waiting for reinforcements. Firing at the right target makes a big difference too.

#indiegame #indiedev #indiegamedev #gamedev #twitchtv

12.10.2025 00:34 โ€” ๐Ÿ‘ 12    ๐Ÿ” 4    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0
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#screenshotsaturday Therer're tiny systems built into the game that helps the player silently. Often, aiming at small turrets tend to be hard due to the fighter being too maneuverable; hence the FINESE aim mode. Watch and find out!

#indiegame #indiedev #indiegamedev #gamedev #twitchtv

04.10.2025 12:50 โ€” ๐Ÿ‘ 20    ๐Ÿ” 5    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

so for my upcoming game, there'll be some context sensitivity when it comes to input ... hopefully it'll address the latency issue without the need to turn off V-sync ...

game's name is gonna change too :( but yeah ... thanks for the conversation.

01.10.2025 11:08 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

but if u ask me - while it's legit for players to call it latency, they also have to recognize the unnecessary amount of load they're putting on their GPUs just for this ... actually this is ok until devs get blamed for poor optimization DUE to this ... lol

01.10.2025 11:06 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

it depends on how the input polling is being done ... if the devs or the game engine puts it in the variable execution loop then the more it's called, the more "sensitive" the input will feel because it's acted upon almost every possible call

V-sync typically limits this call to the refresh rate.

01.10.2025 11:04 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

for the discarded frames scenario... if it's 300 fps over a 60hz monitor - u'll only see the progress every 5th frame ... the rest are discarded, means u r actually seeing jitters but the high fps makes u think it's smooth. Just turn on V-sync and u'll see WHAT's smooth.

01.10.2025 10:38 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 1    ๐Ÿ“Œ 0

but back to input latency - i could set my thread to sleep for 5ms per poll, but whether or not the game engine can pick it up is another matter.

If u turn off V-sync, either, the extra frames rendered as discarded OR they tear onto ur screen; ironically disrupts ur sniping...

01.10.2025 10:35 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

so by default V-sync will "limit" ur fps to ur refresh rate. Most ppl are running between 60-120hz - each pixel that is rendered isn't done so cheaply... that's where FSR and DLSS comes in to help see what the final color most likely will be like - saving a ton of calculations and thus gpu usage.

01.10.2025 10:32 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

u can set it to wait for 2 frames - but usually it's just waiting for the current frame to be sent before pushing the next frame. That's rendering side of things - input doesn't need to depend on rendering - it can be a separate thread altogether.

01.10.2025 10:30 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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