This week is the first time one of the bosses has been shown. This is the boss from the end of level one and goes through several phases. What you see here is the bosses first phase, I will show further phases in future images/videos.
Most Sundays from now until launch I will be adding a new screenshot to the Gallery.
This weeks screenshot is from one of the later levels in the game that sees the ship flying through crystalline like structures and caves.
When starting out making Eclipse Hypernova it was decided that due to the massive change in resolution and game specifications that the graphics would be made from the ground up with retaining a similar look to the original Eclipse: First Wave but not directly just remaking the exact same graphics. Many of the 2D game remakes/remasters these days have an almost clean, 2D vector look about them with clean gradients and flat colours replacing the pixel art of the original look and with Eclipse Hypernova we have gone for a look similar to the original but brought it up to date while improving the detail but hopefully avoided the 'too clean' look many others appear to fall into.
One of the early questions when creating Eclipse: Hypernova was what game engine should be used to power the game? The original Eclipse: First wave was written from the ground up by Ian Miller using Microsoft's Game API (GAPI) utilising a customised version of a 3rd party tile editor to create the levels and enemy paths. It was decided early on that to make the game look as nice as it could while still being 2D in nature that a non tile based editor would be a better fit. And so, Unity was chosen for it's editor and many other reasons such as simplicity of use, good 2D support and uses standard C# for scripting.