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Blasted Fortress is a physics-based castle assault game with an added layer of resource management. Even while you're not playing, crops grow, market prices fluctuate, seasons change, and you may come back later to be greeted by disasters that happened while you were away or gifts to bolster your resources. It's a blend of physics decimation, looting, hoarding, and RPG-style enhancements. If you're more creatively inclined and want to add more content to the game, you can even create your own buildings to siege using the built-in building editor.
Latest tweets from @dapperswine
In our second game, we're referring to the key used to punch the shit out of people as the "Doubt" button.
4hours 30mins ago
Then again, what's the difference between being up to my eyeballs in projects and being up to my eyeballs in projects?
5hours 14mins ago
But then I remember I need to stop taking on projects when I'm already up to my eyeballs in projects.
5hours 16mins ago
I want to do some sort of video tutorials teaching Unity because aside from its little issues it really is a rad little engine.
5hours 16mins ago
@RegretZero I went from Visual Basic to C# and it was fairly painless. And so far Unity is proving to be an excellent engine for us.
5hours 28mins ago
@RegretZero Language-wise, move on to C# and try Unity. It allows for nearly instant gratification when you make changes.
5hours 29mins ago
@RegretZero I would start with an existing game engine. Programming your own is usually reinventing the wheel. If that's your question.
5hours 29mins ago
@RegretZero @AgeOfEmpires It used to be you could IP connect and such, now it's all sort of funneled/forced into the online lobby.
5hours 39mins ago
@RegretZero @AgeOfEmpires My biggest issue was how they narrowed the functionality of the online multiplayer connectivity.
5hours 39mins ago
@GMShivers I say to hell with relating to everyone. If I wanted to be massively appealing and dull I'd make war-based first-person shooters.
5hours 58mins ago