Void v3 release

Void v3 release

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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Void v3 release

Post by Erik » 19 Dec 2011, 15:40

Now 20% more shiny.

Image


Version 3 changes:
-Armory: Upgrades units with additional firepower, has a special upgrade for hero units!
-Building construction animations with scaffolds.
Image
-Added new map and mission objects
-Improved most textures
-added heroic abilities(stealth, call airstrike etc.)
-Maps now automatically place players in varying layouts and place resources accordingly.
-Added stealth detector system with a few units(scouts mostly) having vastly improved anti stealth capacities.
-Damaged units emit smoke and move slower.

-Weather
Image
-Expanded dynamic game modes, they are also less rare now. For example there is a game mode where one player needs to destroy enemy radar stations(which are placed map dependent) to gain air support.

Image

Image


-----[Void]----------
Version: 3

http://springfiles.com/spring/games/void

Void is a fast paced strategy game set in the future. Mankind is traveling the universe in giant colony ships, always fleeing an all consuming, ever expanding vortex of nothingness that man helped create. However some say there is a way to escape it to be found on a distant an barren planet called Hydra.


Features & design goals of the game:

>Every game is different, ressource layouts on most Hydra maps are dynamic, randomized game modes make it impossible to develop a single strategy that works every time.

>Ressources are finite, economy works by reclaiming ressource from the map and the spoils of war. Certain map objects may produce a steady stream of income but those need to be captured and hold and cannot be built.
A *A like exponentially economy is avoided because it amplifies small economic advantages over time making it more an economy game than a tactical one.

>Lower unit count. Games will have a pretty low unit count most of the time, focussing more on micromanagement than on spamming a zillon tanks with your superior economy.
This game is more about using what you have to the maximum effect as clever usage of even the simplest units can shift the tide of a battle.

>Scouting is of vital importance, if you are not prepared for what your enemy is up to it might be your doom.
This is supported by harder than average counters, no unit is good at everything so you can always prepare an effective counter.

>Flat tech tree. No need to build 10 tech buildings and upgrade your factories 10 times before rolling out the good stuff.
That doesn't mean scouting the map with a tactial nuclear launcher is a good idea though.

>Diversity. Using more than one type of unit is not only possible but highly advertised, flexibility can be worth much more than raw power.

>Short & dynamic games. Sitting in your base building defenses will make you loose quicker than you might think. No more 2+ hour turtlefests!
Go out, fight for ressources, control the map, ambush the oponent! Scout! Thats the key to victory.





This game needs special maps with metal rich features (and also a fitting atmosphere)
Maps:

http://springfiles.com/spring/spring-ma ... ard-valley
http://springfiles.com/spring/spring-ma ... a-free-all
http://springfiles.com/spring/spring-ma ... -land-lost
http://springfiles.com/spring/spring-ma ... ust-swamps
http://springfiles.com/spring/spring-maps/hydra-talus


The game has a (sometimes) working AI thanks to everyone developing shard!
http://springfiles.com/spring/ai-opponents/shard-void
Last edited by Erik on 11 Dec 2012, 16:02, edited 5 times in total.
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smoth
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Re: [Void] Alpha release

Post by smoth » 19 Dec 2011, 15:44

neat! I really like the smoke stack sfx
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: [Void] Alpha release

Post by AF » 19 Dec 2011, 15:47

What did you go for in the end for AI?
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: [Void] Alpha release

Post by Erik » 19 Dec 2011, 18:24

I didn't include any yet.
I think notsoballsey AI works with Spring 82 (you wont get any CEGs though if you use that version), it isn't too intelligent and basically tries to steamroll your with economic power.
If anyone is interested i can upload it but ofc i would prefer if you come online and play versus people so i can get feedback.
Just pm me if I'm lurking around in lobby (nick:Beelzeboss) or just host you own game.
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AF
AI Developer
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Re: [Void] Alpha release

Post by AF » 19 Dec 2011, 18:43

My nicks AF in the lobby I won't be around until late tonight or in the day tomorrow though, and I need to continue my Shard exploration now that the ticket sin mantis are marked as resolved.
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knorke
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Re: [Void] Alpha release

Post by knorke » 19 Dec 2011, 19:22

put version in file name: void_v1.sdz
First impression after start is not too bad :)
"Hydra" map looks nice.
war factory doing this "no energy" thing via cegs (i suppose) is a nice idea.

Some units are a bit too small for my taste, almost all could also do with way more teamcolor on them.
colors are bit grey-in-grey. More non-grey colors like the green containers at the cloning vat could make it look more alive.

I like the infantry walk animation.

I deployed an infantry and game lagged. Undeployed and lag was gone.

Playing over spring.exe you get 100k / 100k resources.

Obvious wip is obvious but looks promising!

/edit
The textures are all 1024x1024 or 512x512, not sure if you want to keep it like that or if it is just for dev, but they can be much smaller.
Put things with same shape on top of each other so they share texture space.

(also hooray someone seems to have used the examplemod to base scripts on)

/edit2
Oh and put the reclaimable features in the game, not in the map.
Imagine you adjust them a bit and have to update all maps you ever made. Also do not use the engine's feature placement thing via pointing red pixels, make a Lua, its the in-thing to do. (something like featureplacer or as in conflict terra or spring tanks)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: [Void] Alpha release

Post by Forboding Angel » 20 Dec 2011, 01:19

Very nice!

An aside about textures...

Y U NO TEX2?
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Erik
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Re: [Void] Alpha release

Post by Erik » 28 Dec 2011, 00:16

Alpha 2 is out, added textures for most of the units, removed bugs made minor tweaks...

and a working shard AI oponent: Look up
http://springrts.com/phpbb/viewtopic.php?f=15&t=22582 for a working version, then add this
http://springfiles.com/spring/ai-opponents/shard-void
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abma
Spring Developer
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Re: [Void] Alpha release

Post by abma » 28 Dec 2011, 11:10

@Erik:

can you please increase the version number each time you make a release? this way lobby-downloads can work...
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Rafal99
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Re: [Void] Alpha release

Post by Rafal99 » 29 Dec 2011, 11:18

Very nice mod!
I like your style :wink:

Btw you need to make the buildpics have more contrast, the background is too gray and too similar to the color of the unit.
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zoggop
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Re: [Void] Alpha release

Post by zoggop » 31 Dec 2011, 21:16

I like the concept v. much (flat tech tree, limited resources, less "I WILL ECON YOU TO DEATH" gameplay).
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Erik
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Re: [Void] Alpha release

Post by Erik » 01 Jan 2012, 22:36

Added Alpha 3 with more prettiness, carpet bombing and hopefully less sync errors.

Image
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Erik
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Re: [Void] Alpha release

Post by Erik » 22 Mar 2012, 15:13

Alpha 4 is now out. Most defining gameplay mechanics are in by now, almost everything is textured(with shininess n stuff), Shard AI is far stronger and uses less computing power now.
In addition theres variable resource layouts on most Hydra maps and a new one with a bazillion particle effects (my PC handles it without any problems).
A new light tank has been added for surprise attacks and light artillery.

http://springfiles.com/spring/games/void
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knorke
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Re: [Void] Alpha release

Post by knorke » 23 Mar 2012, 15:39

Erik wrote:hopefully less sync errors.
out of interesst, what caused them?
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Erik
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Re: [Void] Alpha release

Post by Erik » 23 Mar 2012, 22:50

Most likely the missing version tag in Modinfo.

Its still not syncing, no idea why. Any help would be appreciated, i know the first version of the mod worked, subsequent versions got sync errors.
It seems that even when people are able to sync the game doesn't launch for them.
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Erik
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Re: [Void] Beta 2 release

Post by Erik » 18 Aug 2012, 12:31

because no one ever leaves beta stage...

New features:
-added a few new units, some replacing rather boring ones.
-added new textures
-added special abilities for some units when they get high experience(infantry only for now)
-added dynamic map layouts with randomized features dependent on player and team count. Start positions are handled by the map aswell in most of these setups so it doesn't really matter if you pick the correct spot.
-added dynamic game modes. Sometimes one of these is picked at game start. These range from different starting units over cheaper airstrike abilities(did i mention you have airstrike abilities now?) to bounty hunting where you have to kill certain enemy units for extra cash.

Image


Image
-----[Void]----------
Version: 2

http://springfiles.com/spring/games/void


Void is a fast paced strategy game set in the future. Mankind is traveling the universe in giant colony ships, always fleeing an all consuming, ever expanding vortex of nothingness that man helped create. However some say there is a way to stop it to be found on a distant an barren planet called Hydra.


Features & design goals of the game:

>Every game is different, ressource layouts on most Hydra maps are dynamic, as of version 1.1 certain aspects of the game also vary, for example the equipment everyone starts with is different from time to time. Nothing is set in stone, you need to rethink your strategy every game!

>Ressources are finite(most times), economy works by reclaiming ressource from the map and the spoils of war.
Certain map objects may produce a steady stream of income but those need to be captured and cannot be built (there is no such thing as of 1.0).
At all costs a *A like exponentially economy is avoided because it amplifies small economic advantages over time making it more an economy game than a tactical one.

>Lower unit count. Games will have a pretty low unit count most of the time, focussing more on micromanagement than on spamming a zillon tanks with your superior economy.
This game is more about using what you have to the maximum effect as clever usage of even the simplest units can shift the tide of a battle.

>Scouting is of vital importance, if you are not prepared for what your enemy is up to it might be your doom.
This is supported by harder than average counters, no unit is good at everything so you can prepare an effective counter.

>Flat tech tree. No need to build 10 tech buildings and upgrade your factories 10 times before rolling out the good stuff.
That doesn't mean scouting the map with a tactial nuclear launcher is a good idea though.

>Diversity. Using more than one type of unit is not only possible but highly advertised, flexibility can be worth much more than raw power.

>Short & dynamic games. Sitting in your base building defenses will make you loose quicker than you might think. No more 2+ hour turtlefests!
Go out, fight for ressources, control the map, ambush the oponent! Scout! Thats the key to victory.





This game needs special maps with metal rich features (and also a fitting atmosphere)
Maps:

http://springfiles.com/spring/spring-ma ... ard-valley
http://springfiles.com/spring/spring-ma ... a-free-all
http://springfiles.com/spring/spring-ma ... -land-lost
http://springfiles.com/spring/spring-ma ... ust-swamps
http://springfiles.com/spring/spring-maps/hydra-talus


The game has a (sometimes) working AI thanks to everyone developing shard!
http://springfiles.com/spring/ai-opponents/shard-void
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AF
AI Developer
Posts: 20667
Joined: 14 Sep 2004, 11:32

Re: [Void] Beta 2 release

Post by AF » 21 Aug 2012, 11:03

Yay, nice to see movement on this =]
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: [Void] Beta 2 release

Post by Erik » 04 Sep 2012, 14:42

What i need now is Gameplay/Balance testers, so if anyone would want to test just send me(Beelzeboss) a message in lobby (i try to be online as much as possible).

Just don't expect *A gameplay.
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Void v3 release

Post by Erik » 11 Dec 2012, 16:03

Now 20% more shiny.

Image


Version 3 changes:
-Armory: Upgrades units with additional firepower, has a special upgrade for hero units!
-Building construction animations with scaffolds.
Image
-Added new map and mission objects
-Improved most textures
-added heroic abilities(stealth, call airstrike etc.)
-Maps now automatically place players in varying layouts and place resources accordingly.
-Added stealth detector system with a few units(scouts mostly) having vastly improved anti stealth capacities.
-Damaged units emit smoke and move slower.

-Weather
Image
-Expanded dynamic game modes, they are also less rare now. For example there is a game mode where one player needs to destroy enemy radar stations(which are placed map dependent) to gain air support.

Image

Image
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