ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 30,152
Bitterblack isle certainly has it.Does is ooze atmosphere?
Bitterblack isle certainly has it.Does is ooze atmosphere?
It all started in the year 2000. The world was different back then. A small group of people were modding a game called Half-Life to create a multiplayer frag-fest inspired by a specific theme. That project was called Wasteland Half-Life. It was once as popular as Counter-Strike, some say, gaining over 100,000 downloads on FilePlanet alone.
The project went on to be renamed The Wastes. It was released in 2003. The team split a few years later, with some trying to continue it as a Half-Life 2 mod, others tried doing a more open-world approach using the Battlefield 1942 engine, calling it Dead Cities.
However, due to all sorts of limitations, neither projects were fully completed.
Fast-forward to 2015. When Vera Visions was put together by two people, Marco 'eukara' Hladik and Megan 'Suparsonik' Baslock. Both of them came out of the modding scene and were fully aware of The Wastes. They got in contact with the original team and got access to some never-before-seen stuff. That moment started it all. This is where we begin.
The development
We were experienced with the Quake engine and GoldSrc, which is part of the Quake family. However, because we wanted full control of the project we went with Quake III Arena technology. After all, if you're going to revive a game like that, you want it to visually fit into a specific era - and that's our main goal. Create a game that could have come out in the early 2000s, while still giving you a "Wow!" factor.
We also developed a new model format, based on IQM. It features support for hit-meshes, sub-models and events. This allowed us to bring our vision of a dismemberment system to life and allows for some awesome head-shots.
We went in and re-created a lot of the environments from the original mod. Sometimes giving a new spin on something that we felt needed a bit more energy.
We also re-modeled a lot of weapons, character pieces and designed new, misc content to go with the rest of the game. There is not a single model that has not been edited in some way.
All of the original cast from the mod will be returning in this game, like Mena the mechanic that keeps the Vagrants' engines running, Ezekial the Ronin Nomad with a filthy love of fire, and Seal Bob (formerly Gustavo) the dishonourably discharged USMC Raider. But they're not the only ones! We've made a few contributions of our own to add to the ranks, like Reese the gunslinging Regulator, Red the Killshot discoman that may or may not be the long lost brother of Vincent, Maddigan the dirty cop that lived through the fallout of society, and much more!
Also their existence only known to the public eye via rendered images posted on the official website eons ago, the vehicles that hadn't made the cut will also be returning in this game to traverse these wasted lands as well as a myriad of new vehicles to scratch that itch that we know you have!
How about the game-play?
Well, it's not just the usual Deathmatch package. While you can select your weapon load-out beforehand, we do have very special weaponry spread around the maps. This, along with ammo and other items, makes for a fun scavenging hunt in this otherwise fast-paced game. Team Deathmatch plays very much like Action Quake II TDM, which is a favorite of ours. There's of course CTF as well, we've even got a Twisted Metal-esque Vehicular Combat mode!
And what about skins?
We've got quite a lot of customization options! From skins to 4 different HUD designs - even spray-logos. And you don't even have to worry about how you pay for them, because they are built right into the base game. No micro-transactions to speak of!
When and where can we get it?
This is meant to be our doorstep into the industry, so we want to publish it on Steam and GOG.com. It's coming in 2018.
All in all, we've worked really hard on making this happen. Hopefully you'll look forward to playing it, because after all, it took us a few years to get here!
Specialist wargaming developer “The Lordz Games Studio” and “Check Your 6!” board game developer Scott Fisher are happy to announce bringing the multiple award winning and popular set of WWII air combat rules and scenario books to the digital gaming arena.
World War II is spreading terror and destruction on the European ground, while in the air ferocious battles are raging between the Axis and the Allies.
“Check Your 6” brings you in the middle of these battles, with a turn-based game that carries the spirit of the dogfights.
Play as the British or as the Germans in 18 different missions covering air battles, and protecting and destroying important objectives.
Use 14 different aircrafts, each with its own strength and weakness, with a huge number of weapons that allow the player to attack with different precisions and ranges.
The AI will always try to outsmart you, taking the best decisions in order to win as soon as possible. This is going to create awesome battles of wits that will test the player’s ability in figuring out the opponent’s moves.
Additionally, you will be able to play with your friends online or using the hotseat mode, creating always-new battles and strategies!
FEATURES:
- Set in WW2 at the start of The Battle of Britain, the epic clash between the British RAF and German Luftwaffe
- A turnbased, tactical air combat wargame developed with the help of real fighter pilots
- 18 single-player scenarios with a great variety of mission goals
- Two engaging campaigns, one for the Axis and one for the Allies
- Cross-platform server based multi-player
- Hotseat mode
- Hangar with beautiful visual art and detailed text info of all the involved airplanes
- Fly and control famous classics like the famous: Supermarine Spitfire, The Junkers Ju 87 “Stuka”, The Hawker Hurricane, The Messerschmitt Bf 109 and many more…
- An easy to learn tutorial to help you master the tactics of air combat
- In game help and manual to explain in detail the rich and detailed gameplay rules
http://www.indiedb.com/games/the-wastes/features/the-history-of-the-wastes
It all started in the year 2000. The world was different back then. A small group of people were modding a game called Half-Life to create a multiplayer frag-fest inspired by a specific theme. That project was called Wasteland Half-Life. It was once as popular as Counter-Strike, some say, gaining over 100,000 downloads on FilePlanet alone.
The project went on to be renamed The Wastes. It was released in 2003. The team split a few years later, with some trying to continue it as a Half-Life 2 mod, others tried doing a more open-world approach using the Battlefield 1942 engine, calling it Dead Cities.
However, due to all sorts of limitations, neither projects were fully completed.
Fast-forward to 2015. When Vera Visions was put together by two people, Marco 'eukara' Hladik and Megan 'Suparsonik' Baslock. Both of them came out of the modding scene and were fully aware of The Wastes. They got in contact with the original team and got access to some never-before-seen stuff. That moment started it all. This is where we begin.
The development
We were experienced with the Quake engine and GoldSrc, which is part of the Quake family. However, because we wanted full control of the project we went with Quake III Arena technology. After all, if you're going to revive a game like that, you want it to visually fit into a specific era - and that's our main goal. Create a game that could have come out in the early 2000s, while still giving you a "Wow!" factor.
We also developed a new model format, based on IQM. It features support for hit-meshes, sub-models and events. This allowed us to bring our vision of a dismemberment system to life and allows for some awesome head-shots.
We went in and re-created a lot of the environments from the original mod. Sometimes giving a new spin on something that we felt needed a bit more energy.
We also re-modeled a lot of weapons, character pieces and designed new, misc content to go with the rest of the game. There is not a single model that has not been edited in some way.
All of the original cast from the mod will be returning in this game, like Mena the mechanic that keeps the Vagrants' engines running, Ezekial the Ronin Nomad with a filthy love of fire, and Seal Bob (formerly Gustavo) the dishonourably discharged USMC Raider. But they're not the only ones! We've made a few contributions of our own to add to the ranks, like Reese the gunslinging Regulator, Red the Killshot discoman that may or may not be the long lost brother of Vincent, Maddigan the dirty cop that lived through the fallout of society, and much more!
Also their existence only known to the public eye via rendered images posted on the official website eons ago, the vehicles that hadn't made the cut will also be returning in this game to traverse these wasted lands as well as a myriad of new vehicles to scratch that itch that we know you have!
How about the game-play?
Well, it's not just the usual Deathmatch package. While you can select your weapon load-out beforehand, we do have very special weaponry spread around the maps. This, along with ammo and other items, makes for a fun scavenging hunt in this otherwise fast-paced game. Team Deathmatch plays very much like Action Quake II TDM, which is a favorite of ours. There's of course CTF as well, we've even got a Twisted Metal-esque Vehicular Combat mode!
And what about skins?
We've got quite a lot of customization options! From skins to 4 different HUD designs - even spray-logos. And you don't even have to worry about how you pay for them, because they are built right into the base game. No micro-transactions to speak of!
When and where can we get it?
This is meant to be our doorstep into the industry, so we want to publish it on Steam and GOG.com. It's coming in 2018.
All in all, we've worked really hard on making this happen. Hopefully you'll look forward to playing it, because after all, it took us a few years to get here!
Graphics have been upgraded to Avadon levels (heh...). Mechanics seem to have been brought down to Avadon levels, too.How is it different from the previous ones?
Gaia Beyond is a handcrafted 2D Action-RPG, an exploration mix built around the core features fighting, mining and trading.
Your decisions are footprints...
within a vast non-linear solar system. Forge alliances among numerous factions and develop relations with hundreds of NPCs. Focus on trading and personal interaction or embark on science missions – hunt down pirates and collect their bounty. Infiltrate dubious factions and uncover secret plots and dark menaces.
To deliver a seamless and unique experience, we created our own engine - presenting a massive 2D Open World in realtime, with no loading times inbetween. Every part of the universe is alive and active at every moment.
- Realtime Open-World Solar System
- 4K Graphics
- Modding-friendly
There you are, human.
At the face of a habitable planet way outside the Kuiper Belt, inquiringly gazing at the same stars as the rest of the living species. Everyone? Doesn’t look like we will ever find out.
The past is shadowed by war.
Generations of humanity have fought on the edge of survival. First against themselves – until technology started to rise, created to serve their innate greed for dominance. During Earth times, self-inflicted catastrophies kept humanity struggling and finally forced the big departure. And yet, here they are. Split up all over the solar system, living separate realities under various conditions.
Everything is different – and actually nothing ever really changed.
A new mindset of unity, awoken by the end of the Machine War, is facing hard times. Beneath the curtain of false peace and hope, bad blood had always remained. Old and new enemies are rising again and humanity will have to face its greatest trial, yet. Will you be part of mankind's downfall or guide the system into a brighter future? It's in your hands.
And then there is us
We love gaming and we always wanted to realize our own vision of a good game. When we decided to start this project back in 2011, our motivation was to grab all the "good old" mechanics that had been around for decades and give them a nice polish with today's visual and technical standards.
We are influenced by games like Fallout 1 + 2, Diablo, Grand Theft Auto, Baldur's Gate, Icewind Dale, Deus Ex & Co. Creating a game only half as good as those titles is a damn challenge, but we will make the best effort to share something with you that is worth seeing.