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    Modulated News #4

    The game is now available for download!
    Visit the “Modulated” page for a link and more info, or click this if you are lazy: Clicky.

    This is a bit ahead of schedule, there’s bit of a lack of content at moment. But keep in mind that the test exists to test functionality and gameplay rather than to be a complete game in it’s own rights.


    The plans for the next version is:

    • New type of weapon, beam weapons.
    • More parts in general.
    • Player progression, rather than starting with all the parts, the player has to earn them.
    • The AI will start with relatively random parts, rather than always using the base set.



    There are of course a lot more than this planned, but that will take a longer amount of time to create, for the near future these are:

    • More levels.
    • A lot more parts.
    • Jetpacks.
    • Active Camouflage
    • Tournaments and challenges.
    • Money!
    • And being able to buy and sell parts




    For the far future, these are:

    • Crafting.
    • A sandbox world where the player can scavange for materials

    • April 29th, 2012 by admin
    Posted in Modulated | No Comments »

    Modulated News #3

    The game is nearly ready for a public test version

    There’s now interfaces and functionality for changing parts, where you can see what it adds to the mech and choose accordingly between fights!


    The few remaining things I wish to add before doing the release are:

    • Improvements to the AI, add a few more states and routines.
    • Add a headquarter of some sort for the player where he/she can create and swap parts.
    • More content.



    Once the release is available, please keep in mind that you are not entitled to playtest, and this is in no way a high quality production by a large development team.
    The game is still early in it’s prototyping phase and a lot of overhauls and improvements will take place over time.


    April 21st, 2012 by admin
    Posted in Newsfeed | No Comments »

    Modulated News #2

    Update on what I have done recently!

    • Weapon barrels now rotate while firing/Charging up.
    • AI Can strafe and shoot while tracking the target properly.
    • Bots no longer randomly starts skipping while forward-strafing.

    In other news, the reason development has been semi-slow recently, is that as a student I have various projects that are finishing up these days which I need to focus on.
    One of them were:

    It was done by “Nuclear Noodles”, a group of 3rd year game design students and 3rd year programmers at Teesside University.

    It’s free for download here.

    Feel free to join our facebook group to post your comments and scores.

    Just keep in mind that it’s a small (It’s worth 20/120th of our grades) group project, which is in no way finished, polished and bug-free.
    We just don’t mind sharing, that’s all, don’t expect any professional game out of it.


    March 16th, 2012 by admin
    Posted in Newsfeed | No Comments »

    Modulated News #1

    I am working on a new game I’m calling Modulated.
    It is a 3rd Person Mech Arena Combat game, heavily focusing on simulation and exchangable parts.

    What the game has so far:

    • The Mechs themselves.
    • A full set, and several extra parts.
    • The mech Controls.
    • A basic AI that will try to kill eachother and the player.
    • A part system, each part of the mech is an individual object, each with their own health and stats. They can all be targeted individually for various tactical advantages.
    • A complete, basic arena.
    • Complete, finished, animated menu, with splash screens and loading screens.
    • Sound and music fully implemented.
    • Money and resource system.
    • Resources are gained by walking over parts of the destroyed mechs, destroying important, vurnerable targets when fighting your opponents will yield far less valuable components.
    • Money is gained as prizes

    What I want to finish before I release a public test version:

    • Improvements to the AI, add a few more states and routines.
    • Add a headquarter of some sort for the player where he can create and swap parts.
    • Much more content, possibly more parts, a few more arenas, and maybe some more RPG features.

    Once I got something playable for people to test, the plan is to gradually add new features, more content, polish and expand on the game and the game world.


    March 5th, 2012 by admin
    Posted in Modulated | No Comments »

    My CG Portfolio #12

    You know when I said the video would be the last post related to the Golem?

    Well… it isn’t. I have since learned a not of cool new things, and I wanted do some post-processing on my character.
    Here it is:


    March 5th, 2012 by admin
    Posted in My CG portfolio. | No Comments »

    Settling Revenge News #5

    So… news!

    A lot of functions and solution done early on in the project was a compromise due to lack of skills and knowledge. This gave a lot of results I am not pleased with, particularily how the player constructs buildings.

    However, I have learned a lot, and gained a much greater understanding in various areas of the game’s development.Thus a lot of of new pathways and doors has been opened to me recently, and more opens up every day.
    This has made me take a step back and look over the whole thing. I realize now much better way to do things, and have done a lot of replanning and restructuring.I see now what works and what doesn’t work.
    Essentially, I am trying to take Settling Revenge to the next level.
    This means that the next version will have a ton of major changes. In the end, you may not even recognize the game.
    However, there’s a downside. There’s only so much I can do on my own. In order to really give quality to the game at a phase where the game can be finished this century,  I need to outsource.

    This means that there will be two major steps.

    First, there’s all the restructuring for the next version that I will do myself.Players will be able to construct buildings where they want to, themselves.They can spawn soldiers and workers from their designated buildings, and order them around freely.

    However, outsourcing needs funding. This means in order to fund the second step, the fist step will have a price.There’s no set price, but I am thinking of £5.99 or £9.99 depending on what feedback you give me.Of course, remember that the more people are willing to pay, the faster funds will be raised and the faster the game will be developed.

    All funding will be directly spent on the second step.

    The second step will really bring life into the game, depending on how much funding the game gets. The first priority of the funding will be a lot of character work, with animations and by extent of that much improved combat. With these characters, the second half of the game, the combat and survival aspect, and the enemies, will also finally be possible.Multiple types of workers, and fighters, NPC’s, encounters like bandits and caravans. Will all be possible if enough funding is recieved.

    If further funding is achieved, the next step will be a lot of sound work, including soundtrack developed by Philippe Rey.http://www.youtube.com/watch?v=bX7zR4cSxRc
    And then voice acting. This will also mean that much greater potential for story and meaningful NPC’s.
    With these included, I will myself work on giving the game a lot more on the exploration side where people can find side stories, unique objects and enemies.
    The remaining funding if more is gained shall be spent of assets. A lot of assets. These will greatly fill the world with life.

    I hope that people can see why the game is in need of funding are understanding. I hope this does not appear as me being lazy and just greedy for money.I honestly do it for a game I have passion for and that I greatly wish to see expand.

    Thanks.
    Magnus.

    A new day is dawning for Settling Revenge.


    May 29th, 2011 by admin
    Posted in Settling Revenge | No Comments »

    Settling Revenge News #4

    Here’s an update on what the next version is going to have:

    • Automatic saving.
    • A bow.
    • Caves to explore.
    • Overhauled map.
    • Tools now last longer.
    • If a worker dies, he can be replaced.
    • Various milestone bonuses.
    • Signs that explains objects and features as they get available to the player.
    • Day & Night system

    Most of this is already done, there’s a lot more going on that may or may not get in too for that matter.


    April 9th, 2011 by admin
    Posted in Newsfeed | No Comments »

    Settling Revenge News #3

    Things are starting to look up for Settling Revenge.

    We are currently doing a overhaul of the map, and it’s promising.

    We now also got the savesystem fully working, so you do not have to try everything out in one go anymore.

    It’s probably going to be a while until the next release, but the next release will be a much more significant update than the previous ones.

    Read more for an early screenshot of the map overhaul, note that this is just an early draft, there’s a lot more going on:

    Read the rest of this entry »


    March 25th, 2011 by admin
    Posted in Settling Revenge | No Comments »

    Settling Revenge Prototype V0.4

    New version coming up. Got someone joining in on the project, so I’ll be handing him the current version, so I thought I might just as well upload it.
    (Just a friend/classmate, so it’s nothing official company bussiness like)
    That means not all the stuff I was planning is in yet. I have also been very, very busy since last time, sick, business etc. So things have been slow.

    However, I think I got a significant amount of stuff in since last time.

    I had huuuuuge amounts of problems working out how the player should be able to get new tools (since they now decay with use), originally I had a menu that looked great and worked great (or at least it would work great), but it turns out you cannot give the player items from that UI system, so I had to scrap it. Currently it works pretty much like building buildings. Also, another drawback is that you can only have 1 crafted tool at the time. At first, this was unintended, but when I stopped to think about it, I think that would actually work quite well, as it forces the player to plan ahead.

    Also, if you build defenses before you have a workshop, I guarantee you will lose your hammer and be unable to continue.

    Download


    March 16th, 2011 by admin
    Posted in Settling Revenge | No Comments »

    Settling Revenge News #2

    Alright, I know I said I would try to get a fixed version up, without the cheat and an upgrade to the player home with some extras tomorrow.

    Well… Things have sort of escalated. While I should have been relaxing, I couldn’t stop thinking about features to implement that I believe would improve things significantly, as well as nifty methods to implement them without too much problems.

    Here’s what’s almost guaranteed to get in the next version:

    • 3 new tools, craftable at the workshop.
    • Weapon durability.
    • A forge where you can craft ore based tools and weapons (currently the starter tools as a replacement in case they break)
    • A cattle skull you can find and bring to the workshop, this will have a certain practical use. This is the only one I am a bit sceptical about being able to get in quickly.
    • A tavern.
    • Hire guards to protect your home, upgradeable to patrol the village and guard the gates. These will require upkeep.
    • Making public establishments a bit more recognizable and giving them a bit more personal touch.
    • The upgraded player home will contain a room where the player can buy objects/training to improve himself. The first level will have a quite limited selection.

    I estimate I might be able to get this done by the end of next week if I am able to keep up the same pace I have had lately.

    Edit: Due to unforseen events, the next release will be delayed. Probably for a week or 2.


    February 16th, 2011 by admin
    Posted in Settling Revenge | No Comments »

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