2.2.0 Release (20210912) Overview – Early enemy fighter weapons feel less overwhelming due to the fast firing rate
Gameplay
Amend – Track IR anchor point made same as VR
Amend – There are now two versions of the laser bolt cannon (Rapid Firing and Standard)
Amend – Vomitoria and Drosophilia now use slower firing laser bolt cannon
Amend – Updated weapon lore entries for the laser bolt cannon variants
Amend – Updated the 21 Absolute Territory missions to include the new standard laser bolt cannon. Added briefing text highlighting when new ships are made available. Added briefing text to make known about experimental laser weapon being available in mission 20
Simulator Modes
Amend – Wave and Gauntlet to include the new standard laser bolt cannon
Campaign Menu
Amend – Removed Tutorials as a campaign item selection (they are still available under Simulator menu). They no longer have skip dialogue, since all tutorials are available and there was no need to skip
2.0.1 Release (20210820) Overview – Tunnelling can be disabled in options and an unsupported TrackIR implementation.
Visual
Added – Auto Exposure and Ambient Occlusion Postprocessing Effects
Amend – Gameplay scene lighting adjusted to use the Skybox instead of constant color.
Gameplay
Added – Toggle Tunnel Vision when using VR (Options > Game > VR Tunnelling
Added – An experimental and there not officially supported (I reserve the right to pull this feature at any time) Track IR implementation
VR
Amend – Press CTRL-F12 to recenter the VR headset in the main menu and in flight
An important developed note on the current Track IR implementation As I don’t own any Track IR hardware I cannot reasonably test this myself and has been classed as experimental and officially unsupported. If you enable Track IR the experience may be sub-par or entirely broken. I will do my best to work with any Track IR users willing to be guinea pigs and provide relevant feedback towards improving the implementation. That is no guarantee that Track IR will become an official feature in the game and I reserve the right to abandon any further development on it.
Enabling Track IR The command-line argument “-trackir” will be needed, I recommend you create a shortcut to the Standard game exe on your desktop and add the argument in the target box as exampled below.
Absolute Territory is a futuristic single-player mission-based space dogfighting with the familiar feeling of good space sims. Fly 21 missions with a variety of search & destroy, assault, patrol, escort, and scan objectives. Choose from several space superiority fighters, customize loadout from over a dozen weapons, manage power settings, and use directional thrusters like an elite pilot.
Ship and Weapon Selection
Outfit your chosen fighter in the Weapon Selection Screen
Chose your ship type from fast-moving glass cannons to slow hard-hitting tanks. Outfit your chosen ship with a variety of deadly weapons. Make sure you chose both ship and weapons wisely to enable the completion of your mission objectives.
Dogfighting with arcade-sim mechanics
Dogfighting against enemy stafighters
Engage in gripping dogfights with Newtonian physics. Arcade forces are used for an arcade-sim experience, allowing for responsive controls to pull off hair-raising maneuvers making yourself a harder target for enemies. AN RCS computer will compensation for all directional changes, turn too hard and you will but yourself into a slide, or worse find yourself a sitting duck while your ship adjusts speed. Fight against a variety of enemy ship types from light to heavy fighters, transports, and large warships.
Absolute Territory is not pure arcade or pure sim. Its arcade-sim.
Power management
Assaulting an enemy destroyer
Distribute power across engines, shields, and guns for an advantage over your opponent or get yourself out of sticky situations. Power to engines gives faster acceleration and increased top speed, for shields faster recharge rate and overcharging, and guns for faster recharge rate for longer sustained firing of heavier weapons.
Advanced flight mechanics
Picking off turrets using the slide mechanic
Engage slide, match speed, and directional thruster mechanics to keep your target in your gun sights. Warships and transports are not defenseless and come armed with flak turrets. Use component targeting and de-teeth these ships of their turrets. Then move in for the kill.
VR and Standard mode
Fully modelled cockpits to look around in VR
The recent 2.0 update added VR mode. Use this to your advantage for improved situational awareness in the cockpit. Identify the biggest threats with a glance before turning to engage.
The latest update for Absolute Territory (Ver 1.1.0) has been published and brings more than 50 individual additions, improvements, and bug fixes.
Heads Up Display (HUD) art improvements As mentioned in the last news update, I’ve been busily improving the existing in-flight HUD elements, covering the primary, secondary, shield & armor, speed, and range bars along with targeting brackets and waypoint indicators.
These have been designed to draw your eyes towards them when needed, i.e. when taking a lot of damage, and provide a significantly better experience in the presentation of information at a glance.
Improved HUD displays
Based on your feedback, waypoints are now context-sensitive depending on the required usage. Find yourself in an asteroid field and the waypoint will no longer confusingly tell you to use your autopilot, but to exit the hazard first!
New 3rd Person Views
Increase your situational awareness in 3rd person with additional sides and rear views. You can also toggle the HUD on/off (which was added quietly in the last update).
Fly-by external side viewShocking external rear view
Waypoints
Improved visual indicators for waypoints for better “at a glance” awareness.
Broken with a line: Autopilot required but obstructed (either by hazard or nearby enemy)
Broken: Autopilot required
Unbroken: Can be reached without the need of autopilot
Waypoint States
Improved missile experience for starting mission The introductory experience for missiles was not as fun as it could have been. Due, in part, to including the Javelin Heat Seeker missile in the loadout when going up against fast-moving enemies. It just didn’t have enough time to reach the exposed tailpipe of its target before it had turned around, therefore losing its lock on the heat signature.
Introducing the Lancea Friend or Foe missile, with significantly improved tracking ability over Heat Seeking variants but with a lower explosive yield. To make up for the lower yield, the base ammo count has been increased.
The existing Spiculum Image Recognition missile has had its steering velocity/acceleration reduced in-line with other seeking missiles which will bring better accuracy, and less wild behavior when being launched.
Random Crashes on AMD Graphics Cards
There was an issue for AMD Graphics Card owners where Absolute Territory would randomly crash. This was related to the Unity version used to build the game. I’ve updated to a newer version of Unity which has fixed this issue.
Full Patch Notes1.1.0 (20200928) Overview – Improved the majority of in-flight HUD elements. Added additional views to 3rd person. Improved missile experience for starting missions. Various improvements and bugfixes.
Unity Amend – Updated Unity to 2019.4.10f1 Amend – Updated TextMeshPro to 2.1.1 Amend – Updates Jobs to 0.2.10 Amend – Updated HybridRenderer to 0.5.2 Amend – Updated NodeCanvas to 3.1.0 Amend – Updated Rewired to 1.1.36.1 Amend – Updated Aura 2 to 2.1.14
General Added – Default display name for all vessels, used for when the Display Name field is not populated within the Level Editor Added – Short description for selected Campaign Mission, underneath the campaign drop-down box within the Campaign Menu.
Amend – Radar blips no longer use the camera space for position calculations Amend – Moved Level Editor button from the Simulator Menu to the Main Menu to make it more obvious
Missions Amend – Adv Tutorial 201: Killing the Vomitoria too quickly would prevent any further progression
Gameplay Added – Added Lancea FF Missile
Amend – Replaced Javelin HS with Lancea FF missile as a loadout in the first 3 campaign missions, for a better missile introductory experience Amend – Spiculum Missile: Reduced Steering from 120 to 90 DPS on all axis Amend – Spiculum Missile: Reduced Steering Acceleration from 240 to 135
Fixed – Null Reference Exceptions when exiting or restarting a mission during the Autopilot cinematic Fixed – AI afterburning no longer causes the player camera to shake
Visuals Added – In-flight External Camera Views
Amend – In-flight HUD graphical improvements across the majority of HUD elements Amend – Waypoint Icon now context-sensitive based on Local Waypoint or Autopilot destination Amend – Waypoint Indicator text now displays “Exit Hazard” if within a hazard zone and “Use Autopilot” when out of hazard for static waypoints Amend – Reduced size of Help Glyph icons Amend – Help Glyphs, Missile Alert, and Received Transmission Text now positions and resizes based on required usage Amend – Help Glyphs: Controller Glyphs no longer disappear when interacting with the mouse, and will remember the last used controller Amend – Missile Alert warning now has a bar representing the distance of the closest missile locked onto the player Amend – Unintentionally removed Depth of Field effect, when the effect is enabled, from the 1st person cockpit, but looks better for it Amend – First Person Neutral Camera Sway reduced from 0.25 to 0.15, for less noticeable effect on the cross-hair (if you focus too much on it) Amend – Increased size of Explosion_003 M (Missile Explosions) Particle Scale from 14 to 20, to make these explosion effects stand out more at a distance
Fixed – Video Options post-processing effects no longer defaults to on when progressing to the next mission Fixed – AI piloted ships using Hi-Rez assets no longer use opaque cockpit models to reveal there is no actual pilot!
In this month’s dev diary I cover all things juicy which help improve the aesthetics and feelings of the game, along with some not so secret details about the closed beta.
Watch the video to find out more:
Wishlist Absolute Territory: The Space Combat Simulator on Steam
Welcome along to the Absolute Territory Developer Diary for the month of December 2019. The last month has brought in new post-processing visual effects, music, and more level editor improvements for more flexibility and provide easier use.
Welcome along to the Absolute Territory Developer Diary for the month of December 2019. The last month has continued to bring more challenges as I work towards a release date. The road may be long but I can see whats on the horizon for that all important 1.0 release.
This month has flown by, in part due to a well needed holiday. Now that I’m back, I’ve been continuing work on the Level Editor towards allowing you to create your own missions with a greater range of variety.
In this August 2019 developer diary for Absolute Territory:
I demonstrate the new Navpont System for the Mission Editor. Navpoints break up the Mission into multiple zones for the player to complete a set of objectives as laid out by the designer (you!). If you have ever played the Wing Commander video game series you’ll be familiar with this format.
Based on feedback from the playable Alpha demo it seems players are not making themselves familiar with the abilities of their chosen space superiority fighter. To inform, I go into detail covering the basics and more advanced features that will help players increase their odds of surviving against multiple hostile opponents.
This months Dev Diary for Absolute Territory is all about progress on the Mission Editor where you create your own missions. You will be able to fly multiple ships and configure their loadouts for optimum effect. Challenge your piloting skills by creating your own missions. Develop unique scenarios envisioned from your imagination. You decide the difficulty by adjusting the environment and opponents. Fight with the most devastating weapons against lighter opponents or truly test your skills against-all-odds.