Introduction and Thanks
Time to talk about Alpha Version 2. It's been a while since there was an update but in the run-up to the release of the second alpha release I would like to share some news with you as well as discuss some changes to the game. I'd like to start by saying the game is being received very positively by most players and I can't stress how important you all are to the creation of these games. Now that being said, this is most likely going to be a rather long news post and I hope to cover several topics, so let's get started!
The game play has been altered, I wouldn't say drastically but the actual unit choices are now selected by either selecting the corresponding button on the new user interface bar along the top or by pressing the correct number key (1 for helicopter, 2 for jet, ect). All other commands such as the radar and supply drop requests are still executed through the terminal. The game is still very terminal and coordinate orientated. Expect a video explaining the new gameplay soon.
Other Changes and Features
All large resources have been moved from the main .exe into the surrounding files to improve loading time performance. These resources are called when needed and improve the efficiency of the game. This also goes for audio files including the new ambient piece. Unit colours can now be changed in the options menu so if you don't like the colours or suffer from colour blindness then you can change everything from the ICBMs to the mouse cursor colours. The UI has been completely rebuilt to be both clear and useful. The original radar rings that surrounded the play area have been replaced with a grid making the screen less cluttered. The screenshots section of this post features a picture of the improved UI as well as the colour options menu. A post-game screen now shows after the the player falls to the endless missiles which features rank and statical information as well as unit kill counts.
Survival mode also now features 3 maps, Isolation, Long-drift and Chain-link. Pictures can be found below.
Fulmination will utilise a modified version of the auto-updating software used by Eight Days in Convoke. The updater has been optimised to be more focused on the automatic implementation of the patch and assuming no problems occur will not require user input. The game will notify you of an update, one click and the game closes and launches the updater, this downloads the patch and boots the now updated Fulmination executable. The update button will also be less intrusive as it will sit in the corner of the main menu until the player is ready to update.
As mentioned in passing earlier, the game now features a second track that will be prominently feature during game play. This will the first of several ambient pieces in the final release.
I'm glad to announce that the second alpha of Fulmination is due to be reviewed and featured in next months issue of French strategy gaming magazine PC4WAR which can be found here. This marks a invaluable step as this is the first time a game by me has been featured outside of internet gaming sites and helps solidify the game in the world of strategy simulators.
Alpha build (a2.0) is planned for a 23rd August release and will be of course be free to all owners of the previous build. If you haven't purchased "Fulmination" and are interested in a retro-inspired, cold-war missile simulator then it is available at the link below and is 20% off until Sunday!
I would really love to hear any suggestions for Fulmination that you may have, community input can really make a game something to be loved so please don't hesitate to post ideas and input (critical or not) into the comments section below, I do read every comment I get and try to reply to them in due course.
Thanks for reading and stay tuned for more news!