We're still around, just trying to get bits and pieces done while RL isn't looking
We're still around, just trying to get bits and pieces done while RL isn't looking
They're both Real Time Strategy games, and so they share a lot of the common elements of those games, but otherwise we'd like to think that they are very different. The closest comparisons in terms of gameplay are probably a mix between Total Annihilation, Supreme Commander and Dawn of War/Company of Heroes. We take a similar resource model to DoW (using infantry to capture strategic points), but in terms of scale and game mechanics we draw our inspiration from TA/SupCom.
Yes, it will be free, and yes, it is still being worked on. I'm writing my thesis at the moment (due in 6 weeks) so I'm a little busy, but things will pick up once that is handed in.
No, there are just two factions, Imperial and Rebel. Some republic and separatist units have made their way into the arsenals of the different sides, mainly because they're fun to play with and they fill a role (droids, LAAT, among others). Doing four sides would be too large a project.
Currently unreleased unfortunately! We're still working away at it :) Keep an eye on our forums for the beta www.imperialwinter.com
It's a mix between the two. For the Imperials, infantry units are ordered in squads, but once built they are controlled independently like in age of empires or starcraft. All other units are ordered independently (vehicles and some special infantry). The Rebels order all their units individually (including infantry).
In the design we've tried to find the balance between economy and combat - you shouldn't be able to win on pure economics, nor on pure tactical skill, but through a combination of both. We were heavily inspired by the mechanics of Total Annihilation and Supreme Commander, those are probably the closest you'll get to an idea of how IW will play out.
Join the debate as to how we should teamcolour the ATAT walker:
Forums.imperialwinter.com
Similar engineers designed them ;)
Theoretically space battles are possible (in a simplified sort of way), but it's unlikely that we'll package any with what we release - we only have so much man hours, so we need to spend it wisely. It would be quite easy to make a 3rd party space scenario/map, though.
Work is still on-going, don't worry. We're just at the part where we don't have very much to show for it because most of the graphic work is done.
Don't worry, we're still here and working - real life tends to get in the way occasionally, but the project is still moving ahead.
Couple of new screenies to let you know we're still kicking ;)
foolishly I forgot to turn shadows on for this screenshot...
Thanks for the kind words of encouragement :)
Yes! We can happily announce that we now have a working Skirmish AI that will challenge you in three levels of difficulty :)
Sorry about the lengthy time to reply, I was away on holiday.
No Demo is planned, we intend to go straight from the beta to a public 1.0 release. However, as we move closer to release we will likely open up the beta more and more so those who are keen can have a go if they want. You'll need to pay attention to our forums for when this happens though, as we won't be announcing it (to avoid stealing our own thunder for the main release).
All hail the king of awesomeness in RTS gaming.
Spring is fortunate in that it has excellent legacy support for older computers. While we're certainly pushing those boundaries a bit by introducing more modern art, I suspect it will be around those requirements.
See here for more information: Spring.clan-sy.com
Beyond that it is difficult to speculate, as we haven't really finished the game.
One of the advantages of the Spring engine is that it's very scaleable, you can scale back the graphical options quite significantly to a point where it will work. Also, if you have a lower-end computer, you can still play smaller maps (most common competitive maps are small) where the unit numbers are smaller and there is less likely to be lag.
Note that 'small maps' and 'small unit numbers' are still several times larger then the standard starcraft map, for example.
You probably could using advanced lua coding, it'd just be a lot of hard work, and you'd be better off modding warzone 2100 itself...
We're still sticking with Imperial 'Winter' though ;)
Damn you smoth, steal my frontpage thunder! ;)
Hot stuff as usual.
Hi Zais, good to see you're still about! I still regularly dig into your trove of concept sketches to get ideas for new units. A few days ago I used a chassis you drew to make the base for the rebel mobile anti-air tank.
It's actually pretty fascinating to see the progress from your sketches into an in-game unit. One day when I've got nothing better to do I might do a series of images showing the progression from sketch->model->in-game unit...
Thought it'd been too long, so I thought I'd let you all know we're very much alive and still very busy.
See our forums for more information/pictures.
Deathbal: You should play with audio software such as audacity, you can raise and lower the pitch of your voice quite easily in that.
Others: Just thought I'd throw up a pic to let people know we're still very busy working on this.
More pics/info on our forum:
Forums.imperialwinter.com
Best way to help the release along is to offer any abilities you have.
Even if you just have a voice and a microphone, we do have a voice acting thread on our forums:
Weirdoman_45634, we're careful about setting release dates, because we are an all-volunteer team, so it can be difficult and stressful to meet them, as well as upsetting people waiting for them.
However, I can say that we're closer then we've ever been before, and the pace has picked up remarkably in the last few weeks.
On a less fortunate note, I think I better let you know that there are no plans for ATAT's to be in our first release. While we definitely have ATAT's planned, they fall into the 'Super units' category, along with Jedi, Sith, Orbital bombardment and other weapons. These units will be included after our major release as an 'add-on' pack. This is to solve the earlier problem, namely that we want to get a release out ASAP, and super units are so large and complicated that they can take a long time to create and balance.
Never fear, you'll still have over 100 other units to play with in our coming release ;)
ka191, which release is that?
We have only had one release, which was over 2 years ago. We no longer support that release, as it was a rather quick and dirty port of an older mod for Total Annihilation. The release currently seen in the screenshots is unreleased.
Added some new images to show our progress in content :)
Warlord_Zsinj
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