SS Screenshot 3 and Alpha testing info!
Original:
My Notes:
So, with the completion of the Unit menu system, I only have one major item on my checklist to work on before I put it up in the first phase of Alpha, which should be sometime between Tomorrow and Thursday.
First Phase Alpha testing information:
* Will last a week before the game goes into Closed Alpha. Closed Alpha testers are on a first-come first-serve basis, if the server becomes full on peak times, I won't be adding any more testers.
* Items and Unitbuying will be disabled, you will be stuck with your naked rookies, as will everyone else.
* Saving will be disabled.
* 4 Maplists will be enabled, a PvP arena, a Grassland, a Ruin, and a Canyon. The enemies will be scaled to match your level. Each maplist will accommodate up to 10 players, so if the playerlimit is raised, the possibility of being locked out of a mapset exists.
* The Silverain Development team forums will launch at the same time
Posted by Techgamer on Monday, September 21, 2009 09:39PM
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Keywords:
silverain,
screenshot,
information,
alpha,
strategyandsubtlety,
prealpha
(Edited on Tuesday, September 22, 2009 06:45AM)
Teaser shot 2 and SS update.
The game is getting closer to a point where I'll actually need testers, I worked around on the AI mostly today, and while it's nowhere near the caliber of FFT or similar games, it's passable, and the quirks of the system will be less apparent when I actually work on the AI modules so they can do something other than move/attack.
On another note, I've figured out an easier way of putting in user input than the method I was going to use, so expect that to come sooner rather than later.
Thanks to those who showed up and took a peek at the game when it was hosted today, I don't plan on starting to host until the demo is put out
Edit: If anyone has any questions I'll be glad to answer them
Posted by Techgamer on Sunday, September 20, 2009 09:00PM
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(Edited on Sunday, September 20, 2009 09:52PM)
Teaser shot of S&S and a bit more info
This picture is of the Debug room of the game, (I made all the NPCS invisible here, due to my horrible spriting ability), and I just felt like posting the picture to get some feedback on the early art of the game.
Currently I'm trucking ahead of schedule on the Demo version, and will get it done between Monday and next Sunday. (Realistically I will probably do it on a Tuesday or Thursday as my off-days for classes)
When I do release the Demo I will be simultaneously be putting up the game server, releasing the main website, and be recruiting team members, so busy day for me ahead.
Posted by Techgamer on Sunday, September 20, 2009 01:31AM
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Looking for a group - With a twist
This isn't the first time I've looked to get a group together to make a game, but I'm hoping this is the first time that a group effort can be made and a quality game published.
The twist is, is that while I want to scout and talk with interested people, I'm not making any decisions, nor am I asking for help, until a working demo of the game is made. This is to keep interest among the team high, since the last teams I've worked with fell apart before even a working framework was developed.
For now, the only information I'm giving is that the game is a Strategy RPG, and that I've already cranked out the design documents for it, so the programming will go fairly fast.
If you are skilled in the following areas, feel free to contact me at "Tech_Deki (at) hotmail.com" and say that you're interested.:
Pixel Art
Non-pixel graphics
Music Composition
Sound effects
Writing
Hopefully the demo will be up within a week, I really hope we can pull off a great game.
Posted by Techgamer on Friday, September 18, 2009 08:21PM
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(Edited on Friday, September 18, 2009 08:29PM)
My GIAD project.
http://www.byond.com/games/Techgamer/Ace
The game, based around the Flight theme of the contest, and to a lesser extent mechanics, has a simple purpose. To bomb the crap out of everything!
Playing as an American/British/Japanese/German WWII pilot; (the choices simply change your plane icon) you have an infinite amount of bombs, and your mission is to blow apart AA installations; enemy bunkers, and civilian targets. Mountains and AA guns can ruin your day though.
-Changes from start to release-
The game was originally based around bombing naval targets, but I liked the idea of actually seeing the damage you cause.
Similar to the first, I originally had a camera object so your plane would be at the bottom of the screen, I took it out due to wanting to show the user the "Boom" if you will.
The plane had a one-per-level "Cluster-bomb" attack that was taken out due to it really only being eye-candy and not being effective at all.
I had planes that would take off from the opposite side of the level to try to take you out. The ones that simply flew south were too easy to dodge, the homing/shooting ones were too hard, so I took them out and implemented stationary AA guns. I liked the change enough that I decided not to reimplement them later on in the project.
Posted by Techgamer on Sunday, September 13, 2009 06:33PM
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