Mutant Gangland is a fast, neat and simple turn-based-strategy game where mutants fight robots . Build units, Conquer buildings and use them to Fund your army. Battles are short but the game packs 50 quick battles and a level editor to design your own maps.
It's been a while since the last blog post (5 months almost) and this is due to several factors. I won't go into many details but the short story is that i had to relocate to a new city on the other side of the country and find ways to make rent. Now that things have settled I'm back to work and I have something neat coming your way. And the next alpha is getting closer and closer. So, here's what you can expect to happen in the upcoming weeks:
And, probably the biggest thing yet, Multiplayer support!
Multiplayer: This is something I wanted to try for a long time but never had the chance to do so. Although early campaign support has been added and the commander logistics are in the code it will take a little while before that part of Alpha 2 will be ready for the public. Thomas is busy pushing pixels for the Penarium (A deviously deadly platformer game by SelfMadeMiracle) and hasn't finished drawing all of the animations for the commanders so, until I get those things, I'm free to work on everything else. Soooo why not use what I already have available and get multiplayer working? So, here's my plan for the next 1-2 months on this subject: I already have a basic multiplayer implementation of the contents in alpha 1. One player can host a game and the other can connect to it and duke it out. Over the next few weeks I plan on releasing via itch some new builds in the following order:
For the first release I'm interested in seeing how the game performs, if it lags, if there are any problems joining/hosting or if any desync happens between the users as well as see what kind of caveats occur. For example, due to the game's open source (anyone can access the code, hack it, change it, etc) I find myself not knowing how to prevent cheating, other than relying on the HOST server to handle all the logic of the game and provide the data/info for the game. What this means is that the client (the one joining) will not use any locally stored data (unit stats, prices, images). On another note I'm also interested in seeing how the, albeit small, community of supporters (you guys) react to this feature. In a perfect scenario I'd like to have my inbox filled with request for features, tournaments, praises and maybe even setup a ladder it remains to be seen but I'm hoping to get my bum handed over by some of you. So what do you think? Excited for the multiplayer? Do you have any questions or suggestions about the implementation?
Latest tweets from @zapakitul
So, I'z gotz a new avatar made by a co-worker! T.co
Apr 27 2015, 10:48am
Apr 27 2015, 8:41am
@LateTide Might throw 'em away and buy new stuff. I can do with just my 24'' tablet, 4'' computer and shoes!
Apr 24 2015, 9:13am
@LateTide I get 15MB during Download here. Problem is moving the physical shait T_T
Apr 24 2015, 8:22am
Guess I'm moving again... Woopty, more downtime! Really love Renting in Romania.
Apr 24 2015, 7:29am
TO DO SomeDevsName : <-- that's a but joke!
Apr 21 2015, 11:11am
@caseyjohnston I don't think I get it
Apr 20 2015, 10:05am
@API_Beast Ctrl+a, delete. I went the American way and pacified the shit out of my desktop!
Apr 20 2015, 6:42am
Apr 20 2015, 3:54am
Who knew youtube has stuff other than cat videos and @miracleofsound's songs!
Apr 19 2015, 2:10pm