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The Starwards developers blog

Initial fighter concept art

Beginning of our journey towards the ideal fighter ship

Posted on April 10, 2021

As our work on the 2nd milestone is in progress, we have also decided to advance the games art concepts. We already have a 3d view with basic logic, but the current model we are using is not representative of the fighter model from the dogfight milestone. We decided that... [Read More]
Tags: product art fighter dogfight

Designing a damage system

Conclusions from a design meeting about ship damage

Posted on April 3, 2021

The TPK issue LARP organizers usually need to control TPK (Total Party Kill) situations. In spaceship LARPs, this means controlling when the game rules can’t automatically destroy ships. Destroying the players’ spaceship, for example, is usually left as a game master’s decision, as it might mean the untimely end of... [Read More]
Tags: damage product game-design

Moving to the second milestone

Damage, harm, and destruction

Posted on March 27, 2021

Time to move forward After months of work, we looked back on everything we have done and were mostly pleased. Yes, we still have many ideas and features we want to introduce to our dog-fight, but it was essential for us to remember that this was only our first milestone,... [Read More]
Tags: damage product game-design

Dogfight Showcase

Showing the entire dogfight experience in a narrated video

Posted on March 20, 2021

Today we’ve recorded a presentation of the dogfight experience. [Read More]
Tags: dogfight product weapons stations radar vlog

Chaingun goes brrrt

First look on the chaingun weapon system

Posted on March 13, 2021

First look on the chaingun weapon system, the main weapon system we choose for our first fighter. [Read More]
Tags: weapons dogfight chaingun
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Amir Arad and Daniel Ginat  •  2022

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