We're releasing a new update that should improve the player's experience. First new things: - MP: a draft screen where you and your opponent are able to choose your crew members: depending on your choice, you will be able to go for one strategy or the other. It's really a rush game so the entities you start with are crucial. Hopefully there should be more players on the MP soon so I could have some feedbacks about this. - MP: a "handicap" that depends on the number of games you're able to win. The handicap is an evaluation of your strength and something that will give you a slight disadvantages on the field: the more handicap you have, the further you start from the nebula's centre. It's not much, but enough to balance the encounters between pure newbie and more experienced players. New players (less than 5 victories) basically start in the middle of the starfield, where there are plenty of stars. - Single: music and sound have been greatly improved, featuring 4 new (and exceptional) tracks from Ryan + a new soundscape for the "destiny map" (it's really nice to move the map around, almost physical). - Single and MP: a new and, I hope, improved control scheme. I have always been a bit unsure about how to the special actions, it's kind of messy with the the two mouse buttons. So to make things simplier, I decided to go for this: left button = selection & movement, right button = special action (including merging/division). It should make sense when you try it. Corrections and other stuffs: - Single and MP: Every entity (except the ones who are guarding a portal) will start the level with just one star. This gives a bit more time at the start of a level to decide on a strategy or another (everyone will have to gather stars before attempting anything). - Single: a new portal activation animation and sound, when an enemy is spawned and when you "secure" one of your entities. - Single: many bugs, among which: bug when Lamia tries to "convert" an enemy, bug when multiple entities try to activate a portal (generally there shouldn't be any more portal activation bug), Erynies' bug,... - Single: AI has been reworked. It should be more logical yet still a bit surprising. You may have noticed that at some point in the game, your enemy will decide to go for different actions (generally attacking you in a coordinated manner). That happens when there's a leader among your opponent (generally the one that's not doing like the others). These orders will less often result in a direct and difficult to avoid frontal attack. There will also be rebels that are not following the leader's orders + correction of some bugs (like when entities gather on a point). - Single: many improvements to the UI (you don't have to drag things around anymore). - Single: AI is now able to use Orion and Aether abilities. - Single: there's really no reason for you to wait for a portal activation when there's no more enemy around so it's a lot quicker to do that when you're alone on the map. - Single: reworked a bit the difficulty curve. You should meet equal force after the 5th run (then it escalates a bit :-). That's about it (among a lot of small tweaks along the way). Release date should be announced soon, I'm working on a very rad trailer for DS I can't wait to share with you :).
[ 2015-06-05 14:31:46 CET ] [ Original post ]
We're releasing a new update that should improve the player's experience. First new things: - MP: a draft screen where you and your opponent are able to choose your crew members: depending on your choice, you will be able to go for one strategy or the other. It's really a rush game so the entities you start with are crucial. Hopefully there should be more players on the MP soon so I could have some feedbacks about this. - MP: a "handicap" that depends on the number of games you're able to win. The handicap is an evaluation of your strength and something that will give you a slight disadvantages on the field: the more handicap you have, the further you start from the nebula's centre. It's not much, but enough to balance the encounters between pure newbie and more experienced players. New players (less than 5 victories) basically start in the middle of the starfield, where there are plenty of stars. - Single: music and sound have been greatly improved, featuring 4 new (and exceptional) tracks from Ryan + a new soundscape for the "destiny map" (it's really nice to move the map around, almost physical). - Single and MP: a new and, I hope, improved control scheme. I have always been a bit unsure about how to the special actions, it's kind of messy with the the two mouse buttons. So to make things simplier, I decided to go for this: left button = selection & movement, right button = special action (including merging/division). It should make sense when you try it. Corrections and other stuffs: - Single and MP: Every entity (except the ones who are guarding a portal) will start the level with just one star. This gives a bit more time at the start of a level to decide on a strategy or another (everyone will have to gather stars before attempting anything). - Single: a new portal activation animation and sound, when an enemy is spawned and when you "secure" one of your entities. - Single: many bugs, among which: bug when Lamia tries to "convert" an enemy, bug when multiple entities try to activate a portal (generally there shouldn't be any more portal activation bug), Erynies' bug,... - Single: AI has been reworked. It should be more logical yet still a bit surprising. You may have noticed that at some point in the game, your enemy will decide to go for different actions (generally attacking you in a coordinated manner). That happens when there's a leader among your opponent (generally the one that's not doing like the others). These orders will less often result in a direct and difficult to avoid frontal attack. There will also be rebels that are not following the leader's orders + correction of some bugs (like when entities gather on a point). - Single: many improvements to the UI (you don't have to drag things around anymore). - Single: AI is now able to use Orion and Aether abilities. - Single: there's really no reason for you to wait for a portal activation when there's no more enemy around so it's a lot quicker to do that when you're alone on the map. - Single: reworked a bit the difficulty curve. You should meet equal force after the 5th run (then it escalates a bit :-). That's about it (among a lot of small tweaks along the way). Release date should be announced soon, I'm working on a very rad trailer for DS I can't wait to share with you :).
[ 2015-06-05 14:31:46 CET ] [ Original post ]
- Linux Concent [416.66 M]
- Devouring Stars - Soundtrack
There are so many games set in space, willingly limiting their scope to new instances of Star Wars-style ships, blasters and myths. Devouring Stars is an attempt at expanding the horizon of "celestial" games, focusing on the eerie beauty and poetry of distant stars, blackholes and mysterious corners of our universe.
What if you could litterally unhook the stars? What if you could be a galactic-sized entity?
In Devouring Stars you play a tribe of godlike entities trapped in Tartarus, a corner of the universe as far beneath hell as heaven is high above the earth. Hunted by 4 other tribes, you have been given the ability to draw your own fate. But to what extent?
Devouring Stars uses a couple of unique mechanics to create a different experience on the RTS and space exploration genre. Your entities have the ability to "devour" starfields, creating dynamic nebulas that will protect them. There's no tech tree or building facilities in Devouring Stars: your entities are able to merge in order to create advanced units with special abilities. Depending on the set of entities you start the game with, you will be able to go for different strategies that will evolve during the game.
Devouring Stars is mainly inspired by Dan Simmons' Illium but also by games like Homeworld, Eufloria, Starcraft or Faster Than Light.
FEATURES
- 15 advanced entities to unlock by merging the 4 basic ones (earth, air, fire, water). Each advanced unit has a specific ability like freezing enemies, controling them, attacking them from afar...
- Generated starfields offering a wide range of beautiful and differently balanced layouts
- Thousands of different settings through generated scenarios
- Direct attack, escape route, diversion... many ways to go through the game depending on your strategic choices, your entities and your enemies
- 4 enemy tribes with specific features and behaviors
- Unique particule system able to display thousands of dynamic stars
- And some well hidden secrets...
- OS: Ubuntu 12.04 LTS
- Processor: 1.6 GHz DualCoreMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: 256 MB 3D Graphics Card with OpenGL support
- Storage: 500 MB available space
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