Fortay: New Feature Poll
Though for some bizarre reason I am getting busier, which gives me less time to work on Fortay. I am still trying my hardest to produce weekly updates around Wednesdays and Thursdays. I really want to add everything in each update but I realize this is not a reality, so I have decided to construct a poll on what I should work on the most for the 1.4 release. Here are the options:
AI
Though it will take a while to implement, this seems to be one of the most wanted and helpful features to add in.
More Maps
As of right now there are only four maps, I will most likely add in a few more if another feature was picked. But if this one has the most votes I will try to add in at least seven new maps.
More Factions and Units
Right now there are three Factions and about fifteen Units; hopefully I can get around three new factions done with about a total of thirty-five units.
Bigger Maps
Currently, the maps are 21 by 21. I want bigger maps for the bigger Faction battles.
Co-operation (2 vs. 2)
This would probably work better with bigger maps, but the teams will consist of two player. Each player can select their own team, in which there could be a potentially of 40 units on field.
Team Deathmatch
Let’s say I created a server with a max of three units per team. Up to five more players can join in filling in those unit’s spaces.
Scoreboard system
Potentially the easiest thing to add in which should be already in, but it is not. A scoreboard system which reports the top players who have played the game and also shows users rank and wins/loses.
From what I have seen and heard, the game shows no signs of lag even with many battles going on at once, which I am extremely happy over.
Have any other ideas? Feel free to make a psot about that idea explaining it in fgraet detail. Who knows, it could possibly be in the next update!
Posted by 172.16.0.1 on Sunday, June 15, 2008 08:28AM
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Fortay 1.3: Release
Friday, June 13, 2008
This release was generally based off of the ideas and bug fixes that ACWraith and Flick posted on my forums, and I thank them.
I assume the biggest change in this release is that each unit now has a maximum amount of move points it can use each turn. Before, if you click and drag your unit to move once you can no longer move that turn. Now you can continue to move until your move points reaches zero.
Another small update was a night and day system which appears ever ten rounds. Though as of right now it is just there for graphical show, I am looking forward to using this system for units abilities and disabilities.
Updates:
Update: The units graphic now displays in the box at the right hand side
Update: Night and Day system added
Bug Fix: Unit Central closes the selection windows
Update: Music can now be disabled
Update: Medics were too strong, their attack damage is now 4
Update: Counter attack damage is now half of the unit's attack damage
Update: White underlays appear under unit if it can move or attack
Update: Added attack range and move distance to the informational area
Update: Rearranged the informational area
Update: The help guide can now be resized
Update: Units can move again if they have enough move points
Update: While holding down on your unit, it now displays it's information
Update: A picture of the map now displays when selecting a map
Hopefully with the next release the bots will be completely finished, as well as the night and day system affecting the units.
Have any questions or suggestions; feel free to email them to ipaddict@hotmail.com. Please include either the game's name or BYOND within the title. Or you can easily reach use the
Forums.
Posted by 172.16.0.1 on Friday, June 13, 2008 07:37AM
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Infamous ZipCom 1.0: Release
Thursday, June 5, 2008
I have decided to release Infamous ZipCom. If you do not know what this game is you can find out
here. Basically it is a world conquest turn based strategy game in which you must conquer all of the player’s forts in order to win.
Though I still have never completed one whole match with a player, mainly because the game last for a long time and users tend to have to go, I believe the game is stable enough for a release.
Some have said this game is quite similar to Incursion, so if you like that game you may want to try this out.
People have requested me to work on Fortay rather than this game which causes me to lose motivation on this. So rather than dropping this game I’ll just work on small updates for both. First, I really need to add in AI. Next, I really need to promote these games more off of BYOND, it seems like most of the BYOND community is not interested in turn based strategy games.
Posted by 172.16.0.1 on Thursday, June 05, 2008 02:28PM
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Infamous ZipCom 1.0: Alpha Testing
June 4th, 2008
Infamous ZipCom, a world conquest turn based strategy game with a modern warfare-like theme, is geared up for alpha testing. Formerly, I had intended to release the game to the public some time this week. Due to the lack of private testers, I could not go through with this. I have determined to open this alpha testing to the public in order to obtain enhanced feedback, bug reports, and suggestions.
Here is a fundamental overview of the game: the point of the game is to conquer all continents by taking over the Forts and killing off the enemy. To do so, you must stand on top of a Fort, a windmill looking object, for three rounds. There are also houses in which players can take over to earn more cash, to surmount these you must stand on them for one round. In order to buy more units you must click a Fort you own and select which unit you desire to purchase.
I will be hosting the game periodically throughout this week hopefully getting a good amount of players. However, lately my internet connection has not been too great so except the server to randomly go down. The game supports up to twelve players playing at once, though the max player I have tried was four. There are no known bugs and lets hope it will stay like that.
http://www.byond.com/games/1721601/InfamousZipCom
I will greatly appreciate it if you post all suggestions and reports on the game’s forums.
Posted by 172.16.0.1 on Wednesday, June 04, 2008 03:28PM
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Fortay 1.2.5: Development Release
Monday, May 26, 2008
Normally I would go through and explain each and every update that I have added in which leads to a huge “wall of text”. But that tends to be a waste of my time as I can easily just list the updates and if someone was to have a question they can easily ask here.
This update was mainly focused on the newest addition, the in game room/server system. I was going to wait and release this with the 1.3 release but I feel that releasing this now may bring more players. Upon the next update I shall have more factions and units, more maps which are bigger than 21x21, and possibly a bigger battle which is not just focused on one versus one.
Updates:
Players can now start an in game room/server.
ACWraith mentioned to me that it would be in my interest to add in free legal sounds as it was difficult to understand Battle for Wesnoth’s licensing. He directed me towards http://freesound.iua.upf.edu. From there I replaced all the original sound effects with legal ones.
Added a theme song which plays when you are at the title screen.
Room owner’s can now exit a room if a game has not started. This would be useful if you created a room and then all of a sudden want to join someone else’s.
While in game, users can press the button next to the input bar. Room means only the players within your room can listen to you. World means everyone in the world can hear you.
Originally, when your turn starts the game alerts you telling you that you only have 100 seconds left, that took up a lot of space on the results output area. So now instead the game alerts you only if you have 10 seconds left.
Room owner’s can now select how many units they wish to be in the battle. They can choose from one through ten units. This feature will work better once I add in bigger maps.
Have any questions or suggestions; feel free to email them to ipaddict@hotmail.com. Please include either the game’s name or BYOND within the title.
Posted by 172.16.0.1 on Monday, May 26, 2008 03:13PM
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