Iron Fist Version 1.5.4
Mar 24, 2013 Full Version 10 commentsDevelopment as of March 2013. Some Changes that will be seen in 1.6 as well.
Iron Fist - Updated, improved and renewed, this new production brings the raw power of the most improved Cube 2 Engine with all new optimization and portability. Soon to be out for Linux and Macintosh OS. Iron Fist is a single-player and multi-player first-person shooter, built as a hybrid of Red Eclipse 1.2, and is a conversion of Cube Engine 2 (Sauerbraten). Iron Fist is a Cure Production. Your death sentence awaits...
3 comments by Tempris on Mar 21st, 2013
Iron Fist 1.6. This will be revamped with several new features from Red Eclipse 1.4 and expand upon the current features as well. New map updates will also be released with some key feature concepts:
Bullet physics is currently being looked into by a developer from The Intercooler Games. Once it can be added Cure Productions will be revamping its physics system in Iron Fist for more dynamics in game. This is the main goodie and won't be in for 1.6 but most likely a version before 1.7 if everything goes well.
Armor packs such as vests, helmets, and leg plates will be added for the first time in Iron Fist using the Red Eclipse engine! Due to Quintons amazingly well coded Vanity system! Another cool addition will be that once a specific armor patch receives enough damage, it will fall off and become a projectile!
The jet pack will also be added for any game type as an in-game pickup! It will function like a weapon in respect to picking it up and dropping it, and will keep a set amount of fuel in reserve, so you can save some for later! Since you can drop it you could pass it to friends as well. If a player is hit critically in the back while wearing the jet pack they will explode, whereas if in flight critical hits may be more frequent. The damage caused by an exploding jet pack will be defendant on the fuel left over. If there is a full tank an instant kill is more likely whereas little to no fuel wouldn't be as lethal.
A new idea is to allow weapon passing directly to players. Since there is already a set limit to your carry ons when a friend passes a weapon you would be subject to a menu for dropping a weapon or to pass one back. Another idea is to pass the weapon and throw it to the player, but have them pick it up by will. I think that method would be best for intense fire fights where you may be too busy to risk death for an interruption caused by the passing of a weapon.
Another pickup being added will be one of the easiest and is the Invisibility Cloak. This will have an almost invisible effect on the player, but will most likely show up when the player is surrounded in fog or other particle effects. AI Bots will be set to only notice the player in certain circumstances or when they have a large enough IQ. If a player is in the process of firing a weapon or reloading any AI near enough can find them by sound. Also the faster a player moves the less their invisibility! So try not to move too much!
One mod that is specially looked forward to is the Viscous System. This awards players Viscous to their meter until max with each kill. Deaths award more than kills while suicides reduce Viscous. Once the meter maximizes, the player experiences full Rage Mode. You will be able to do all the impulse actions plus more! Including wall sprints and kicks, and fancy melee actions you will be able to run faster, have twice the stamina and jump higher! There is one draw back, that I'm considering making the player weaker or no effect on health.
An Agility pickup will allow the player to have impulse actions for a limited time.
Additional pickups will include:
Smoke Screen: a smoke grenade that ejects smoke for a period of time before a small detonation.
Flare Gun: One flare per pickup. Pickups will be around team held flags similar to Sauerbraten and only accessible to that teams players. No spawn points to set for this.
Iron Fist (Pickup): similar to quad damage. If picked up within its first min of spawning it will give a player 2x damage increase. If picked up between 2-5 mins of spawning it will give the player a 3x damage increase. After 5 mins it will give a 4x damage increase. Each for a limited time.
The 1.6 Version for Iron Fist should be expected to be released by July 2013.
Development as of March 2013. Some Changes that will be seen in 1.6 as well.
This is the Shakedown Edition Pre-release for those who want to keep track of the game's progress. By no means what is is now, but here it is!
This Iron Fist update brings all new features including many updates to the campaign mode including new map list generator and saved game capabilities.
Latest development of Iron Fist as of April 15 2012. New weapon "Blaster" with updated maps "Home Base" and "Destruction Box."
This Version of Iron Fist os a copy of SVN only for 4-7-2012. This is by no means a completed copy and still has its bugs. But for the sake of making...
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Apr 13 2013, 11:52pm
Slow day for developing. :( better luck next time!
Mar 17 2013, 10:13pm
Looking forward to Broken Shield development soon!
Mar 16 2013, 1:01pm
#NowPlaying Remember Me by 0n.h-cet, via @PodSwitcher.
Mar 10 2013, 3:03am
I'm loving #DirectionBar by @rud0lf77
Mar 8 2013, 1:17am
For the most part, how about we kill the current materials for clipping, and add in a replacement using bounding box calculations? Or how about integrating Bullet Physics like Syntensity did~
Cure Productions and the Intercooler Games doing a podcast between developers? What do you think?
Thinking of using Team Speak 3 for the podcast.
Awesome! If they need music, leave it on me. I can do orchestral songs too. Ambient, new age... Remember, we have an female opera singer.
will do! If you want to offer something for a theme, short and cool, then feel free! or I'll just use a clip of your music for the time being!
Sweet! Love it!!!
If you guys want, i could make a map for the game :p
I'll begin hosting map packs as adding for the last version until 1.6 can be updated and released. Then they would be included as well!
Please do! I always love map design!
Rank will be saved via an encrypted checksum that will be undisclosed. Rank is increased with your points in game. By what kinds of kills you collect you gain different points. These are added to your rank at the end of a match. This is applied to a point system that determines your rank. As your rank increases you will have the chance to add amounts of points to your player stats. This will include Agility, Speed, Stamina, Strength, and Special. The Special category refers to each player class. Each class.has a special ability. The more points applied, the stronger overall skill that class gains for that player, and can be used between classes if needed. You may see a player's rank via any name display such as the scoreboard or teammate info. There will be a menu for rank viewing and stats.as.there are also names for each. The rank however is temporary as I am looking into changing and updating the rank icons and titles.