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SE Beams Devlog: New Tutorial, VFX, Targeting, AI, Music & Ships!

SE Beams Devlog: New Tutorial, VFX, Targeting, AI, Music & Ships!
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In the latest installment from LevelCapGaming, the team, led by the indomitable LevelCap himself, is hard at work on their spaceship game SE Beams. With the help of My Buddy Rich and a dedicated Community team, they are cramming in a plethora of features for an upcoming internal demo. From a revamped tutorial system to a complete VFX overhaul, the game is shaping up to be a visual spectacle. Not to mention, the addition of a new targeting system and AI logic promises to take gameplay to new heights.

But it's not just about flashy visuals and snazzy effects. LevelCap and the gang are also introducing a range of new spaceships, each with its own unique design and role in the game. From the versatile Fenic to the combat-ready Jackal, these ships are set to add depth and variety to the player experience. And let's not forget about the NPC fighters, small but pesky adversaries that will keep players on their toes.

In addition to the visual and gameplay enhancements, the team is also focusing on improving the overall user experience. A new settings menu allows players to adjust graphics settings on the fly, while a dynamic music system adds a layer of immersion to the game. With Peter Chambers at the helm of the music department, players can expect a truly dynamic and engaging soundtrack that adapts to their gameplay. All in all, LevelCapGaming is firing on all cylinders, delivering a gaming experience that is as exciting as it is immersive.

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Image copyright Youtube

se-beams-devlog-new-tutorial-vfx-targeting-ai-music-ships

Image copyright Youtube

se-beams-devlog-new-tutorial-vfx-targeting-ai-music-ships

Image copyright Youtube

Watch New Space Battle Tech! - C-Beams Devlog #39 on Youtube

Viewer Reactions for New Space Battle Tech! - C-Beams Devlog #39

Viewers appreciate the progress made in the devlogs

Suggestions for more dynamic ship movements to give a sense of freedom in space

Positive feedback on the new thrust effects

Ideas for implementing different enemy alert levels for more complex gameplay

Request for more realistic exhaust plume in space

Excitement for the upcoming game release

Concerns about ships pivoting too quickly

Suggestion for adding a small boost button for maneuvering

Questions about gameplay features like ship-launched fighters, base to return to, and targeting systems

Comments on the visual effects, explosions, and potential console release

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