Man! - that looks totally sweet!
Combat looks like a lot of fun. What about the rest of the game ?
Congratulations for getting an Alpha out - must have been a lot of work - and it shows from the videos you've shown so far.
Would it be impossible to ask for an (shared?) activation code for the LWJGL team?
I don't know which API's you're using, but you should be able to exclude these jars:* lzma* lwjgl-debug* lwjgl_util_applet* (lwjgl_util -often used, but not always)* lwjgl_test* AppleJavaExtensionsAs for the lzma part, you'd need to include their license if you use it.
That said, DAMN this is nice - beautiful game and sound effects.
Right - so I read through the manual and tried a bit more. It got better, but still no victory. Until I modified the Missions
My general thought is that the tutorial needs to be a lot bigger and include more topics, including enabling autofire.Furthermore there needs to be missions/tutorials focusing on dealing with torpedo runs, figthers, gun-positioning, war-room tactics etc etc.
Also, sometimes battle gets a bit too hectic - the pause function helps a lot here, however I sometimes feel the big ships are too brittle compared to the smaller ships. Sure the small ships are easy to kill, but if you're busy with "something" else and you get hit by a torpedo run, you're basically screwed.
I think its going to get a bit tricky to get all of these smaller adjustments "just right". But so far I really like what I see!
The big question is: Whats going to be wrapped around the combat system?