Chris here! Quick announcement about another title, but lots of AI War 2 notes further down, so read on! AI War 2 is coming together nicely to launch early this year, but we've also had a "volunteer brigade" working on something on the side: the first expansion pack for our rogue-lite shooter Starward Rogue -- Starward Rogue: AuGMENTED.
Developed by the "Arcen Extended" team, which is comprised of former contractors and modders from the community, the expansion has been nearly 2 years in the making, and adds a boatload of new content, including new mechs, new enemies, new items, new bosses and much more. These folks have absolutely been pouring time and love into this project, but it hasn't been a diversion from AI War 2 for Keith, Blue, or me.
It’s probably one of the biggest expansions we have ever released for any title, and something we are very proud of.
The base game of Starward Rogue was something that people always loved to play, but got lost in the shuffle of the early 2016 market. This expansion hopefully gets 2018 off on the right foot for Arcen as we lead into our big project for the year – AI War 2!
With that in mind…
Hey, AI War 2!
The AI War 2 project has been an excellent example of "no plan survives contact with the enemy." Visualization has required more engine work and re-work than we anticipated, and that’s one of a few factors that have slowed our schedule. On the other hand, the actual game simulation is far more moddable than anticipated -- modders can create practically anything: new Units (with just a bit of XML); new Galaxy map types (with just a bit of C#); tweak existing factions, or create new factions that can completely change the gameplay; you can change the AI behaviour or add new AI types. All of that alongside more obvious things like adding new units or visuals or sounds or similar. In any event, the game itself has come a long way and we're narrowing down the list of things that need to be done before beta. We’ve just released new builds with updated graphics, UI updates, balance tweaks, the first of the voice acting, and a whole lot more. There’s more of that sort of thing to come, and we’re working on a “graduated beta release schedule” at the moment in preparation for an April 1.0 official release.
What’s a “graduated beta release schedule?”
- Well, before we sound the “everyone come for final polish testing!” klaxon, there are a number of issues that we’d like help on from smaller groups of people who choose to come in and help with testing, feedback, or even direct modding/art/code as the case may be.
- One of those areas, probably the biggest, is our AI War 2 GUI focus group, which we’d love to have as many people a part of as possible.
- We also have quite a lively discussion on our NAT Punchthrough discussion thread, although we now have a volunteer network expert (thanks, Admiral!) who is directly getting involved in this bit.
- And there will be other things as well, which we’ll be announcing through the forums and on kickstarter. We won’t bother you with each of those through the newsletter, so be sure to follow us in one of those other locations if you want to stay in the know on these last pre-beta days.
- Speaking of, here’s what we’ve been up to lately. Although that doesn’t tell the full story of some of the things that are in progress but not yet implemented.
One Last Note About Starward Rogue
We also wanted to make a special thanks to Windless Zephyr for inspiring the Zephyr mech, and also for providing us with so many episodes of your long-running Starward Rogue series! :)
[ 2018-01-24 18:09:56 CET ] [ Original post ]
Chris here! Quick announcement about another title, but lots of AI War 2 notes further down, so read on! AI War 2 is coming together nicely to launch early this year, but we've also had a "volunteer brigade" working on something on the side: the first expansion pack for our rogue-lite shooter Starward Rogue -- Starward Rogue: AuGMENTED.
Developed by the "Arcen Extended" team, which is comprised of former contractors and modders from the community, the expansion has been nearly 2 years in the making, and adds a boatload of new content, including new mechs, new enemies, new items, new bosses and much more. These folks have absolutely been pouring time and love into this project, but it hasn't been a diversion from AI War 2 for Keith, Blue, or me.
Its probably one of the biggest expansions we have ever released for any title, and something we are very proud of.
The base game of Starward Rogue was something that people always loved to play, but got lost in the shuffle of the early 2016 market. This expansion hopefully gets 2018 off on the right foot for Arcen as we lead into our big project for the year AI War 2!
With that in mind
Hey, AI War 2!
The AI War 2 project has been an excellent example of "no plan survives contact with the enemy." Visualization has required more engine work and re-work than we anticipated, and thats one of a few factors that have slowed our schedule. On the other hand, the actual game simulation is far more moddable than anticipated -- modders can create practically anything: new Units (with just a bit of XML); new Galaxy map types (with just a bit of C#); tweak existing factions, or create new factions that can completely change the gameplay; you can change the AI behaviour or add new AI types. All of that alongside more obvious things like adding new units or visuals or sounds or similar. In any event, the game itself has come a long way and we're narrowing down the list of things that need to be done before beta. Weve just released new builds with updated graphics, UI updates, balance tweaks, the first of the voice acting, and a whole lot more. Theres more of that sort of thing to come, and were working on a graduated beta release schedule at the moment in preparation for an April 1.0 official release.
Whats a graduated beta release schedule?
- Well, before we sound the everyone come for final polish testing! klaxon, there are a number of issues that wed like help on from smaller groups of people who choose to come in and help with testing, feedback, or even direct modding/art/code as the case may be.
- One of those areas, probably the biggest, is our AI War 2 GUI focus group, which wed love to have as many people a part of as possible.
- We also have quite a lively discussion on our NAT Punchthrough discussion thread, although we now have a volunteer network expert (thanks, Admiral!) who is directly getting involved in this bit.
- And there will be other things as well, which well be announcing through the forums and on kickstarter. We wont bother you with each of those through the newsletter, so be sure to follow us in one of those other locations if you want to stay in the know on these last pre-beta days.
- Speaking of, heres what weve been up to lately. Although that doesnt tell the full story of some of the things that are in progress but not yet implemented.
One Last Note About Starward Rogue
We also wanted to make a special thanks to Windless Zephyr for inspiring the Zephyr mech, and also for providing us with so many episodes of your long-running Starward Rogue series! :)
[ 2018-01-24 18:09:56 CET ] [ Original post ]
- AI War: Linux [110.7 M]
- AI War: The Zenith Remnant
- AI War: Children of Neinzul
- AI War: Light of the Spire
- AI War: Ancient Shadows
- AI War: Vengeance Of The Machine
- AI War: Destroyer of Worlds
Humanity has already fought its war against the machines -- and lost. AI death squads stand watch over every planet and every wormhole, the few remaining human settlements are held captive in orbiting bubbles, and the AIs have turned their attention outward, away from the galaxy, to alien threats or opportunities unknown.
This inattention is our only hope: a small resistance, too insignificant even to be noticed by the AI central command, has survived. These are the forces you will command. The AI subcommanders will fight you to the death when they see you -- but your glimmer of opportunity comes from quietly subduing those subcommanders without alerting central processing to the danger until it's too late.
You do have a few things going in your favor. Your ships are much faster. You have safe AI routines to automate defenses and mining outposts. You have production techniques that can churn out fully-outfitted unmanned fighters in seconds. There will never be more than a few thousand of your ships versus tens of thousands of theirs, but through careful strategy you must somehow reach and destroy the heavily-guarded AI cores.
Go forth into the galaxy, steal AI technology, recapture those planets you must in order to achieve your ends, and save what remains of humanity. But draw too much attention to yourself, and the full might of the AI overlords will come crashing down.
- OS: Ubuntu 10.10 or later. although other unsupported distros may very well work
- Processor: 1.6Ghz CPU (2.4 Ghz recommended. Dual Core strongly recommended for Host)Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Graphics card must support 1024x1024 textures (most 32MB and up graphics cards do). 1024x768 or greater (32 bit color recommended)Hard Drive: 300MB Multiplayer: Broadband Internet Connection or LAN required for multiplayer.
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