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Event
Horizon is a 3D game similar to the classic Escape Velocity game from
Ambrosia, but Event Horizon has a first-person view style. Basic game
play is very similar: you fly around the galaxy in your spaceship,
landing on planets to trade
goods or get missions, and buy or sell spaceship addons or another
spaceship.
Event Horizon is still in
development, but it is playable (not quite fun
yet). I only post updates
when they are working (mostly) on my computer, so nothing should cause
harm to your system.
Of course, since it's running under OS X, it shouldn't cause any harm,
anyway, not having root access!
Minimum
Recommended System Requirements:
G3 500Mhz, 256MB RAM, 3D graphics card w/ 16 MB. Minimum monitor resolution of
800x600 is required. OS X 10.2+ (Universal Binary).
Check out the Event
Horizon forums at http://www.viscerallogic.com/event_horizon/phpBB3/
Archives of the old forums are available at http://www.viscerallogic.com/event_horizon/oldforum/index.php.html
Here is the official plugin
development guide.
Since Event Horizon is still under development, items in this may
change from release to release. Be
warned!
Event Horizon is now open source. Full source code is available on request.
I originally started
developing this game in Java several years ago. Needless to say, it
didn't work very well. You can see it here: Event
Horizon 0.0.0
and laugh.
Changes
Change in v 0.6.10
- Fixed threading bug causing high CPU usage during pause
- Fixed cut-scene abortion bug in 10.3-10.4
- All models converted to OBJ format for Intel compatibility
- Universal Binary!
Changes in v 0.6.9
- Fixed crash after boarding
- Galactic map is draggable
- More accurate plugin-loading progress
- Added atmosphere option to planets
- Fixed startdust blending over planetary rings
Changes in v 0.6.8
- Added a secret Forklift weapon
- Added plugin-loading progress bar
- Added planet sounds
- Custom cockpit frames possible
- Fixed OpenAL dependency for 10.2/10.3
- Fixed more threading issues
Changes in v 0.6.7
- Added jitter when spaceship struck by weapon
- Fixed new player screen display bug
- Weapon hardpoints can now be 3D
- Added inertial mode
- Fixed multi-threading crashing issues
Changes in v 0.6.6
- Fixed backdrop location display
- Fixed collision code
- Added menu interface
- Shield spots change color with shield strength
- Added Saturn, reshaped Sol
- Planets can have rings
- Improved mouse control model
- Multi-threaded
Changes in v 0.6.5
- Full compatibility between 10.2-10.4
- Shield spots indicate weapon hits
changes in v 0.6.0- Improved mouse control
- Fixed preferences screen
- New buttons
- Expanded universe (but mostly populated with planet "Earth"
- Numerous other changes, see change log for details
Changes
in v 0.5.10
- Several crash-causing
bugs fixed
- Throttle added,
velocity reduces to zero when not under throttle or thrust
- Landing cinematics
Changes
in v 0.5.8
- Changed prefs screen
- Added mouse steering
option to preferences
- Added support for
right click and mouse wheel in prefs
- Added attitude
indicator to crosshair
Changes
in v 0.5.6
- Added rotational
inertia to pitching motion, max pitch angle related to max rotational
speed
- Flight relaxes to
horizontal in absence of continued vertical thrust
- Fixed new player name
entry crash
- Added government
penalties for attacking ships (shoot up a Terran Empire ship and see
what happens!)
Changes
in v 0.5.5
- Backdrop capability
added to systems
- Added pitch control
for vertical motion
Changes
in v 0.5.4
- Added inertial
compensator mod
- Governments may have
enemies
- Government of selected
ship displayed in info tab
- Added pirates
Changes
in v 0.5.3
- Full functionality in
windowed mode
- Multiple window sizes
supported
- "Enter" and "Return"
keys now fully equivalent
Changes
in v 0.5.2
- Weapons may be fully
or just normally illuminated
- Windowed mode as well
as fullscreen mode
Changes
in v 0.5.1
- Various fixes to
account for 3rd dimension
- System tab is dull
when too close to center to jump, turns bright when far enough away
- Modified cross-hair
when autipilot engaged
- Added Jupiter to Sol
system
- Added mass-based
explosion option to weapons (see M1000 Mine)
Changes
in v 0.5.0
- Entire UI is now
mouse-driven
- Added 3rd dimension
movement
- WaveFront OBJ format
supported for models
Changes
in v 0.4.12
- Fixed polygon
normalization for proper lighting
- Removed cockpit bars
from overhead and 3rd person views
- Disabled ships are no
longer fixed in place, show up grey in info tab
- Added pause capability
Changes
in v 0.4.11
- Multi-namespace plugin
support
- All systems links
automatically link back
- Player's ship shows up
in overhead view
- 3rd person view
- Fixed alternate view
reversion problem
Changes
in v 0.4.10
- Escort recall/release
capability
- Fixed secondary weapon
addition problem
- Fixed cargo-stealing
bug
- If a ship mod can't be
bought, the reason why is highlighted in red
- Added a new ship
(Überboat) to New Prussian systems
Changes
in v 0.4.9b
- Full OS X 10.3
functionality at long last!
Changes
in v 0.4.9a
- You can now land if
you have a large ship (i.e., Agamemnon)
Changes
in v 0.4.9
- Added FPS counter
- Improved code to boost
performance up to 33%
- Added limited
escort/bay functionality and ship large enough to carry escort bay
NOTE: to be able to
buy this ship, open up your player.evh
file in the Players
folder with a text editor or Apple's Property List Editor, and give
yourself lots of money.
Changes
in v 0.4.8
- Mods sold when new
ship is bought, mods that come with new ship are installed
- Only as much cargo as
fits is transferred to new ship
- Fixed bug causing
crash when switching secondary weapons after new ship purchase
Changes
in v 0.4.7
- Cargo can be stolen
from ships (only Shuttle and Freighter currently carry cargo)
- Weapons can be fired
from multiple positions on ship (try out the assault shuttle missiles)
Changes
in v 0.4.6
- Improved gravity-based
orbit model
- Ship landing AI
improved to eliminated pile-up of slow-moving ships
Changes
in v 0.4.5
- Map and inventory can
be accessed from each other, inventory can be accessed from planet
- Disabled ships can be
boarded and ransacked (cargo not yet functional)
- Assault Shuttle added
(watch out, it packs missiles!)
Changes
in v 0.4.4
- Mission problems seem
to be fixed
- Map lines now show up
in OS X 10.2
- Ships can be disabled
(although that doesn't do too much yet)
Changes
in v 0.4.3
- Date functionality
added
- Cross-hairs added
- Fixed bug that
prevents new player from getting hurt
- New explosions
Changes
in v 0.4.2
- No longer crashes when
leaving planet
- Systems have custom
ship probabilities
- Inventory (weapons,
cargo, etc.) can be displayed
- Map is now colorized
by government, and itinerary is saved when map is exited
Changes
in v 0.4.1
- Map can now be
accessed from planets
- System regenerated
when you land, so ships are new when you leave
Changes
in v 0.4.0
- Ships now have complex
AI's (Merchant, which attacks when attacked, and Wimp, which always
runs away)
- Ships are continuously
added to system
- New weapon: guided
missile
Changes
in v 0.3.5
- Added basic missions
- Mods can now be sold
- Landing on planets
recharges shields and armor
- Tweaked colors in
navigation panel
- Added rear view
- Can select nearest
ship you are pointing at
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