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- Jan 28, 2011
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Tags: Colony Ship: A Post-Earth Role Playing Game; Iron Tower Studio; Vince D. Weller
This year's first Colony Ship development update delivered the game's first official screenshots. The final update of the year comes with...more screenshots, but now with fully functional systems and UI. They're all from the combat demo, which is now scheduled for release early next year. The demo takes place in the "Courthouse", the arena that was described in the update about The Pit from last April. The "Chief Justice" looks to be quite a character:
After nearly 2 years of work we finally have a playable build, which is very exciting. First, we finally get to see how things work in-game, not on paper, and second, it's great to see the game rapidly changing with every daily update. It's very rough, of course, as it's the First Iteration: a promise of things to come rather than an actual game, but the promise IS there and it's a good thing. Right now you can talk to people, fight, loot bodies, increase skills and equip new gear. The dialogue scripts are working like a charm, so you can go through all the fights and get one of 5 endings. The AI is doing a pretty good job seeking cover, flanking, and using different attacks. Collapsible textbox, pop-up attack icons with tooltips, status icons that tell you which enemies your character has a line of sight on, if the enemies are in cover, and most importantly, if you're still in cover when the enemies are flanking you; the cover provides the highest bonus when the cover is between you and the enemy; less when the enemy is at an angle), etc.
The only feature that's not done yet is the gadgets (energy shield and such), which gives us time to focus on the basic mechanics, iron them out, then introduce the gadgets. The armor sets are almost done, waiting to be textured. Plus tons of small things like various GUI improvements, proper textbox messages that show rolls Battle Brothers style (it's much easier to accept missing 3 times in a row when you see what you're rolling), blood splatters, a balance pass or two (changed AP from DEX+10 to DEX*1.5+5, working on the attack and weapon stats now), the cursor, etc. All in all, I'd say we need 2 months to get the combat system into shape before we start beta-testing, then another month before we release it.
It's longer than we expected but late is always better than never. In comparison, it took us over 5 years to reach this point with AoD (due to working part-time and being inexperienced), so overall the game is progressing nicely.
Anyway, here are some screens. Keep in mind, that's it's work in progress, as rough as the very first build can be.
Merry Christmas and a Happy New Year to you and your families.
By historical Iron Tower standards, a three month delay is practically ahead of schedule. I can't wait to see this in action.
This year's first Colony Ship development update delivered the game's first official screenshots. The final update of the year comes with...more screenshots, but now with fully functional systems and UI. They're all from the combat demo, which is now scheduled for release early next year. The demo takes place in the "Courthouse", the arena that was described in the update about The Pit from last April. The "Chief Justice" looks to be quite a character:
After nearly 2 years of work we finally have a playable build, which is very exciting. First, we finally get to see how things work in-game, not on paper, and second, it's great to see the game rapidly changing with every daily update. It's very rough, of course, as it's the First Iteration: a promise of things to come rather than an actual game, but the promise IS there and it's a good thing. Right now you can talk to people, fight, loot bodies, increase skills and equip new gear. The dialogue scripts are working like a charm, so you can go through all the fights and get one of 5 endings. The AI is doing a pretty good job seeking cover, flanking, and using different attacks. Collapsible textbox, pop-up attack icons with tooltips, status icons that tell you which enemies your character has a line of sight on, if the enemies are in cover, and most importantly, if you're still in cover when the enemies are flanking you; the cover provides the highest bonus when the cover is between you and the enemy; less when the enemy is at an angle), etc.
The only feature that's not done yet is the gadgets (energy shield and such), which gives us time to focus on the basic mechanics, iron them out, then introduce the gadgets. The armor sets are almost done, waiting to be textured. Plus tons of small things like various GUI improvements, proper textbox messages that show rolls Battle Brothers style (it's much easier to accept missing 3 times in a row when you see what you're rolling), blood splatters, a balance pass or two (changed AP from DEX+10 to DEX*1.5+5, working on the attack and weapon stats now), the cursor, etc. All in all, I'd say we need 2 months to get the combat system into shape before we start beta-testing, then another month before we release it.
It's longer than we expected but late is always better than never. In comparison, it took us over 5 years to reach this point with AoD (due to working part-time and being inexperienced), so overall the game is progressing nicely.
Anyway, here are some screens. Keep in mind, that's it's work in progress, as rough as the very first build can be.
Merry Christmas and a Happy New Year to you and your families.