Low Level Hunters - A sequel to Defender Patrol





I have finished texture works for all ally units today, with 3 color sets for different scenes.

Tomorrow I’ll do enemy units.

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Today I finished working on enemy unit textures as well.

T-72M got a model update with human operated machine gun.

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Today’s new gameplay feature is padlock target acquisition.

This feature is a copy of “track target” feature from DI hind and greatly reduce the fatigue of acquiring target in flat screen play without head tracking device by searching units in wide field of view and locking the camera toward the found unit.

Short tapping target acquisition key locks the unit next to the current locked one, and holding the key for a second designates the unit for copilot or wingmen.

Pressing ‘recenter camera’ key cancels the padlock.

I think this week’s works are over minus some playtesting.

I’ll prepare for terrain visual updates next week.

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This week is going to be terrain improvement days. Today I implemented the terrain and unit camo colors for Desert and Snowfield.

After deciding the colors I’ll work on making new assets for Desert and Snowfield, and program an efficient vegetation manager to spawn and remove tree objects around the camera.

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Today I messed with shader and world generation code to achieve full color TSD map (with roads, bridges, and cities drawn on it), and a more detailed looking ground mixed with some differently colored grids.

this new ground allows to have better sense of speed during low level flight, and makes spotting unit a bit easier.

I’ll further add some more detailed textures on helipads, roads, and city blocks.

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Looking good, I can’t wait to take the Cobra up!



Today I have done some important task that’s going to help my project in the long run - Multi threading !

my game runs numerical simulation to calculate the ballistics for AIs and player.
This is precise enough to make shilkas deadly, but it’s very harsh on CPU and I had to do lot of optimization tricks and calculation limits to save framerate but it was still not enough when there are quite a lot of units.

Now I run the ballistic simulations via multi core and the difference is night and day !

Even when I crank up the calculation accuracy it’s much more optimized than just abusing single core.

In this weekend, I’ll further deploy multithreading everywhere, especially the flight model and helicopter AI behaviour. that’s going to boost the performance a lot.

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Man that’s so friggin cool! :love_you_gesture: :smiling_face_with_sunglasses:

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Today’s new feature is destructible objects.

Those trees and buildings from Defender Patrol are now destroyable !

I tried to place as many trees and buildings as possible, but found that the game always lags regardless of occlusion and LODs when there are soo many of them, so I decided to follow classic MS-DOS way, where there isn’t much trees and buildings but everything is destroyable.

In this weekend I’ll upload this month’s development news on steam.

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my work in this month is finished so I made a devlog video !

now I need to write up the news on steam, and start preparing the pre-release steam page of Low Level Hunters.

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In order to make the announcement trailer for the pre-release steam page, I have implemented free cam feature for VR mode. I can record any desired positions and rotations while playing the game normally, instead of entirely changing playing camera perspective.

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Preparing texts and images for the pre-release steam page is done.

while the other guy is working on the announcement trailer, i’m furiously working on introducing new scary units !

The first one is radar SAM systems.

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In last week I implemented S-125 (SA-3), 2K12 (SA-6), 9K33 Osa (SA-8), 9K35 Strela-10 (SA-13) with their own radar systems. there’s now a lot more things going on the RWR.

and in order to deal with these new Anti-air units, I added AGM-122 Sidearm today.

This missile locks on radar units to take those pesky radars and neutralize the SAM sites.

In this week I’ll start to make other new ground units including T-55, T-80, BTDM-2, BMP-2, etc.

I also plan to add some water units like patrol boats to make flying on the sea less boring.

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Looks awesome and I can’t wait to try it!

Purely FYI and not to be snarky in any way, IIRC only training rounds are blue…at least in the US.

I know the best picture of the Sidearm on the Web is blue, but I’d say that was probably a captive missile.

I can understand how some color is almost mandatory in this retro art style, so you might already know this! :slightly_smiling_face:

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That’s true, so i changed it today

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After 4 intense weeks of work, I have finished adding all new units needed for the sequel.

Today I have made some more progress on the pilot voices, with the copilot informing incoming threats Wire guided or radio guided missiles no longer make laser tracking warnings on RWR, as such warning should happen for actual laser guided missiles.

Tomorrow I’ll showcase all my new units at once !

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Here’s the summary of new units I added.

What I need to do now Is making monthly development news on steam, and make a temporal pre-release trailer by myself.

Unfortunately the guy who was hired to make trailer is too busy with other events, I need to stop relying on others and do it myself.

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The pre-release page of Low Level Hunters is now available ! Wishlist it now.

Any future news about the development of this game will be uploaded here instead of HPDP.

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I’m currently making a big airfield to replace the old small heli base.

the base is done and I need to add various decorations and dedicated defensive turret positions.

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Wishlisted! :heart: