Sci-Fi Vol.3 Flyable Starfighters Constructor

Modular constructed Starfighters, large variety of Sci-Fi environments and enemies.

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Description

UPDATE v.1.1 (2023 August 28) ! Please > READ CHANGELOG < VIDEO

NEW 4th type of Cockpit Module, NEW pre-made Flyable Examples (with a new Cockpit Module),

NEW JetPack, NEW “Synthwave Template Map”, NEW… detailed info

TRAILER

VIDEO – Base Demo Map (2023 JUL 07)

VIDEO – Island Demo Map (2023 JUL 07)

VIDEO – Starfighter Cockpit Module Eject/Landing (2023 JUL 09)

VIDEO – Assembly Examples (2023 JUL 12)

VIDEO – Meshes And Prefabs Overview (2023 JUL 14)

VIDEO1VIDEO2VIDEO3VIDEO4DOCUMENTATION

GALLERY – more from development.

QUICK START

When Project started, you will be in Space City demo map, with showcase-launcher running in “auto” mote, changing pre-made Starfighters examples (this showcase launcher will be also in several other demo maps).

– You can stop auto-changing by pressing cursor key “Down” (also you see instructions on map).

– In stopped mode, use keyboard cursors “Left” and “Right to browse pre-configured Starfighters.

– You can restart auto-changing by pressing cursor key “Up”.

– By pressing “Spacebar” on keyboard, you will possess current displayed Starfighter, and it will be in “Flight Mode”.

– In flight, press key “H” for on-screen list for available actions and options. 

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Main aspects of this asset:

1) Large variety of meshes, each with several high quality PBR materials variations, for creation of Starfighters, Spaceships, Gunships, even Leisure Flyers – with many (around 20) ready made example “prefabs”.

2) Three distinctive types of Base Cockpit Modules: “Classic”, “Round” and “Gunship-type”.

Starfighters are built around those Base Cockpits.

3) Comprehensive universal blueprint to make those created vehicles fully functional, “game ready”. See docs for detailed information and instructions. DOCUMENTATION

List of Starfighter’s main

A) Flying system (non-physics)

B) Landing systems – on animated gears, on static gears, on “hovering”, and no landing.

C) Primary “blasters” weapons – 2, 4, or none gun placements. Can easily replace muzzle flash effects, sound effects, projectiles Blueprints. Projectiles affects physics objects, can kill missiles.

D) Secondary weapon, non-guided missiles – 1, 2, 4 or none launch points.

E) Stationary Engines – 1, 2, 3, 4, or none.

D) Rotating Engines – 2, 4, or none.

4) Large collection of assets for creating Sci-Fi environments – buildings, panels, frames, etc.

5) Simple but functional targets / enemies, with health and destruction systems. “Hover” vehicles, flying vehicles, turrets. Targets that can go in circles, move on splines, can have turrets attached on them.

6) Flying AI drones, with simplistic, but quite satisfactory behavior (similar as in “Vol.1”, with some minor changes).

7) 3D Radar included, almost same as in my separate “3D Radar” asset. Can be switched off if not needed.

3D radar and main stats works also in outside views (optional)!

8) Several camera views options for Starfighter: in-cockpit and several angles outside. “Free Look” available on all views. “Demo” rotation view, if player idle for a long time. Several “visibility options” for inside Cockpit View.

9) Enemy Cameras views, can cycle views on enemies present on map.

10) Destructible barrels and shipping containers.

11) Interactive Trains / Elevators. Can be used as auto-moving, or interactive by included 3rd person character (you can adapt your own, see docs). Trains can be “called” to any point of rail. Only linear trains, for this initial release version.

Disclaimer: trains were added very late, “last minute” (weeks) in development, “Beta”.

12) In-cockpit instruments, both “real” and decorative. Main stats display is a comprehensive asset as itself.

13) Generated voice, for messages (optional).

14) In-Flight Help (press “H”) for available controls and actions.

15) Starfighter Health System (switchable on/off), with added smoke and fire, depending on damage percentage.

16) Carriers – places or spaceships that can be docked on. While docked, Starfighter damage gets repaired.

17) Starfighter Exit / Possession (very basic).

18) Showcase / Launcher Blueprint – rotating stand with auto or manual changing pre-constructed flying machines.

19) Option to have a Starfighter initially in landed position.

— — —

Used additional resources:

Free font by Kenney Free Assets

Sound effects for servos, background noise:

https://freesound.org/people/Clusman/sounds/543057/

https://freesound.org/people/szegvari/sounds/631532/

https://freesound.org/people/kyles/sounds/453747/

Sound effects for weapons, projectiles:

https://freesound.org/people/Theogobbo/sounds/397473/

https://freesound.org/people/SieuAmThanh/sounds/477162/

https://freesound.org/people/tjcason/sounds/390475/

Sound effects for engines noise:

Kenney Free Assets

Voices messages generated using these free resources:

TTSMaker free text-to-speech

Music Tracks – excellent “Space Music” / Synthwave tracks by:

Peter Gagliardi, tracks: LINK

Explosions effects base elements made and provided for my projects by VFX artist Scott McCall.

For Demo purposes used free assets by Epic, namely:

Demo Rooms, Particles, Sounds (Epic Content Examples);

Landscape and Water Material, Palm Trees, modified Desert Landscape (Legacy Samples Vehicle Game).

— — —

Planned Updates:

* Converting assembled Starfighter to single mesh (except Cockpit Module, Landing Gears) for optimization.

Technical Details

Number of Blueprints: 170

Number of unique meshes: 450

Number of Materials: 220

Number of Material Instances: 1330

Input: Mouse, Keyboard (Mouse Invert Option implemented)

Network Replicated: No

Windows: Yes

Mac: Not tested

Documentation: DOCUMENTATION

Support: Discord

Supported Engine Versions

4.27, 5.0 – 5.3