In the year 2207 a hail of strange meteors strike the Earth, effectively killing an estimated 60% of mankind. Prior to the impact, the nations of the world moved bulks of their populations to space to dodge the coming apocalypse. All but one made this move. Japan decided to ignore the mandate and moved underground, building massive bunkers. Fifty-three years later, mankind returns to the surface, and the struggle for resources of an unprecedented scarcity prompts one of the greatest conflicts in Earth's long history. But will mankind notice the alien passengers that arrived with the meteorites?

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Progress is slowed but still chugging along. Unexpected help is speeding up the PN texturing.

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Just wanted to let the few who care know what has been going on in Conflict Terra's development. First and foremost, it should be said that I am currently (and finally) employed, as a bicycle mechanic, and I work 6 of the 7 days in a week. That being said, I do not have much spare time, and certainly not all of that time is spent tinkering with the project. But I do try to do what I can, when I feel up to it. Just the other night, I went through and adjusted all of the units metal costs.

The next version of Conflict Terra will have some big changes. A good way to put it is that I'm finally addressing things I've been putting off, those things being less balance-crucial aspects of the game like effects and explosions. An adjusted economy is another example. But, because it'll involve a lot of attention, it'll naturally come at a slower rate, especially as my free time has been cut down to a fraction of what it was.

The PN is coming along slowly. Models are being made, and textures given to a few. Estimated time of completion is still unknown.

An unexpected occurrence has come to the Development Team. An enthused young soul, met in the Spring Lobby during a game of NOTA, has offered his services to assist in the texturing of the PN. He's textured a handful of units so far, and has been doing good work. He has even talked of some ideas for a third civ, but the primary goal now is to finish the PN.

As said before, progress is slow but steady.

Sanada_Ujio

Comments
nokanomi
nokanomi

...if youve got less time then why dont you tell someone else to type this for you so you can make the most of your time on working on this? just kidding but anyway, quick question, will there be any mechanichs with weaponry? and also now that i think about it, will planes have a fuel limit? and still yet again, will there be russian zombies? (nazi zombies). honestly instead of chickens add in nazi zombies since this is after based on earth right?

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Sanada_Ujio Author
Sanada_Ujio

I'm not sure what you mean by weaponry mechanics. But, if this answers your question, then we do plan on implementing a relatively simple "armor system", which makes every weapon potentially deal different amounts of damage to different types of units. For example, anti-mech units will deal x damage to all units, but will deal a little over double x damage to mechs. It should be noted our system will not be like the one recently seen implemented in other Spring games like Gundam RTS and Evolution RTS, as I don't know how to do it and it's probably more complicated.

Currently only bombers have a fuel limit, but that is subject to change. We're still very open to all possibilities to balance all aircraft.

And, no zombies, chickens or any of that other stuff. Especially at this time, we're not interested in that.

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oksnoop2 Creator
oksnoop2

Actually, I am interested in creating a chicken defense type game. Not with zombies though, I think zombies are dumb. It's one of the long term goals though.

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