We have been very busy, but nothing that would fill more than a few sentences. News will be around once we have something to talk about.
We have been very busy, but nothing that would fill more than a few sentences. News will be around once we have something to talk about.
Well, there are several hundred castles throughout England, probably more. They couldn't posibly include them all, and if Dover Castle happened to be really close a larger city or something similar, it wouldn't really fit well with Mount&Blade's gameplay.
Yes, we plan to implement a voting feature, like many other online games.
The vehicles in this video were not at all finished. The physics elements that control objects and other little details that make the vehicles more realistic were not implemented at the time of this video. That's what we're working on right now, since we have the terrain and environment worked out for the most part.
Well, the environment is not supposed to be equal to or greater than the Human or Skoroman races. They won't necessarily be cannon fodder, though. The point of the animals is not for you to fight them and be evenly matched, but to take into consideration the manpower required to fight them off. If you're defending your base from the enemy and suddenly the wildlife floods out of the forest you harvested into your barracks, things are going to get interesting. Even if you have superior firepower, that's still a mess.
The videos that have the vehicles in them are showcasing the environment render engine. The object phys portion for vehicles is not totally finished, so they don't look as good as they will when the engine's finished.
The kardodogon is hardly the biggest animal in the game. Many of the animals have special attacks, others have armored skin, etc. We just don't have concept art for them all yet. It won't be impossible to defeat them, but the idea is that provoking the wildlife gives you at least a bit of a pause.
The engines are energy generators. Sort of like an awesome looking windmill.
Well, this was one of the physics tests done in August. We've gone a long way since this video, don't worry!
We don't plan to sell on Steam. Our business model for distribution is still in the works, though, so we will see.
Well, yes you can control the units in FPS mode, but it's more like dozens of players as Fighters, while one person plays as a Master. We're not sure if we will allow the Master to control a unit FPS-style, as his role is mostly in the RTS portion.
Yes, we do plan to use procedural terrain generation. There are a few issues that need to be worked out before we can be certain, but things look good.
Energy is produced in a variety of ways, depending on race and location. Think of how we make energy; we don't use just one method, we have geothermal, wind, nuclear, etc. There will be a number of options that have different prerequisites.
Well, that map pic is just a filler. And this is just for reference in relation to how we might place the buttons and to give the fans a feel for how gameplay might look for the Master.
This is just a concept, of course :) Colors, HUD and transparency is subject to change.
Right now, there are two people working on SamOne. Not exactly a robust development team, but we've been puttering along pretty well.
The Master will be playing the game almost as if he's playing any other RTS, except that a number of his units have their own free will.
Once it is finished, we will allow fans to use it for free, provided their projects are free as well. There will be a percentage charge/royalty if you charge for your game.
The engine has been in development off and on for around five years. It won't be long before it's finished (finally!) and the games can start rolling out!
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