Void v3 release
Posted: 19 Dec 2011, 15:40
Now 20% more shiny.
Version 3 changes:
-Armory: Upgrades units with additional firepower, has a special upgrade for hero units!
-Building construction animations with scaffolds.
-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
-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.
-----[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
Version 3 changes:
-Armory: Upgrades units with additional firepower, has a special upgrade for hero units!
-Building construction animations with scaffolds.
-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
-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.
-----[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