Hi all, Dev here! Just a quick note about today's update. I've migrated the project to Unreal Engine 4.15, and that's a big thing. This will pave the way for great new things such as proper joystick and flight stick support.
Here's are the patch notes for this update, mostly gameplay stuff and a little bit of content changes:
More responsive mouse controls.
Major update to the LOCK-ON mechanics.
Updates on the cockpit model and camera.
Updated tone mapper. Graphics will look more realistic from now on.
Depth of field effect greatly decreased.
Improved texture streaming.
Tardira Tower's health increased by 200%.
Multiple mission bug fixes.
That's it for today. Fly safe!
HOTFIX #01 - Better controls, interface changes
Hey all, Dev here! Just a quick note about the first update. A hotfix was just pushed to main branch and all players will be able to experience better flying controls and lock mechanics. You should expect a small download file if you already have the game installed on your system (about 30 mb).
I've also changed some minor user interface elements, and the overall experience should be better from now on.
This was only possible because of the amazing community feedback I'm getting, so thanks again guys. I believe this update is a big step in the right direction for Nightstar: Rogue Wings.
Fly safe.
A few words about NIGHTSTAR: Rogue Wings and the Early Access route
Hi all, Dev here! Last night, I released the Nightstar: Rogue Wings Early Access here on Steam. I'd like to make some comments on the feedback I'm getting, and I'd also like to thank everyone that is communicating their likes and dislikes about the game so far.
First thing is: please keep in mind that when buying an Early Access title, you are buying into much more than just a game. This is your opportunity to be a part of this game's development, and every comment you post here about the game will be taken very seriously - my goal is, after all, to make a great game for you guys.
That being said, I would strongly recommend buying a copy of this game on it's current stage if you wish to be a part of this process. Again, I take community feedback very seriously and your voice will be heard.
Alright! Now let's talk about some points the players are making about Nightstar: Rogue Wings. I'm noticing that some players are expecting this game to be something that it is not: an open world space simulator. This game is an arcade shooter and that will never change. There are many options for space simulators out there - Nightstar: Rogue Wings is not one of those. I'm working on updating the game's description to make this very clear, I don't want anyone buying the game only to see that it's not what they expected.
So, what is this game like? It's a classic arcade shooter, with delimited stages and clear objectives. When your ship explodes, you lose a life. If you lose too many lifes, then it's game over and you'll have to start that level from the beginning again.
"What makes this game different and why should I care?"
I'm trying new things here and I know that this is a risky move. For NIGHTSTAR, I created a new flight model gameplay that innovative and different from other flying games - and even though that's exciting, it also offers some obstacles. I see that players are having a hard time to control the ship, because it's simply different from everything they are used to.
Right now, I'm certain that the tutorial level is not doing a good job at teaching the player how to play the game, and that leads to immediate frustration. I think this is one of the most important issues with the game on its current state - for that reason, I'm rethinking the entire tutorial level and you'll see an updated version of it hit Steam really soon.
That's all for now. Please be sure to send me any feedback you have about the game. As a developer, I believe the user's experience is 100% why I make games and I really want to deliver the best game I can.
Thanks again for all the feedback so far, and fly safe!