Back from the Grave - Engines of War, playable version!
Posted: 06 Feb 2011, 03:13
Edit - By popular demand:
To play you will need three files - the map (Busan.sd7), the game file (EnginesofWar-alpha.sd7) and the LUPS file (LUPS_MODULE.sdz). The last two go in your Spring/games/ (or Spring/mods/ ) folder.
The game file will be updated from time to time (same link though).
----
Since I've been a slob with regard to keeping the Spring forum informed (and other things to be honest, but no more of that), and because the project had fallen aslumber, I'd like to say that:
(I feel I'm forced to phrase it thusly - )
IMA REANNOUNCE OUR GAME !!
Engines of War - (The Battle for Busan)

Proudly presented to you with blessings by Icefrog* himself**!
Thanks to a phenomenal effort by Alter-Heide over the past two weeks, we finally have a pretty good looking and most certainly playable version up and running! Grab it here, see it there. You'll also need the map, and this LUPS file [goes in mod-folder] (and you'll need to add one AI to play). The unit models you see are for the very most part by bobthedinosaur - and I'd like to thank him here for the incredible amount of work he's put into the game, not just modelling and texturing, but animating, setting up the unitdefs, adding sounds, CEG effects, the lot.
So you'd actually like to know what the game is about ? Well, you could call it the spiritual successor of "War Evolution" and "ZoyShooter" - or a DotA clone in a Sci-fi setting :D. Basically, you steer a single Hero unit - your Engine - around the map, destroying as many AI controlled Vehicles and lesser Mechas as you can, while always keeping an eye on your opponents Engines, and downing them whenever you have the opportunity.
Aim of the game is to Cripple the enemies base - the way you get there is usually by increasing your experience (and thus levels, abilities and stats) faster than that of your opponents. Emphasis is on skillful control of your Engine, situational awareness and teamplay - though an ounce of luck won't hurt either.
For those of you that may not have followed it, we've been working on the game for over a year now (though for a good part of the year there wasn't actually any work done... largely thanks to me :/). Check out our IndieDB page if you want to see what we've been up to over that time.
*You don't know who Icefrog is? Go away...
** Seriously! I quote his email to me: "No I would not find it insulting. Best of luck"
Some known issues!:
- At the higher level vehicle waves, there is a serious issue with wreckage clogging esp. bridges as well as paths and units getting stuck - this will be addressed shortly.
- Our GUI still has a number of shortcomings. If you use the Spring-Engine Gui, you'll be going on the safe side.
- Switching from walk to run (or vice versa) causes the Engine to forget it's orders...
- Balance is likely way off whack
- Victory condition is nigh on unachievable (destroy all three of the enemies Dropships) - will be changed also
- Map height and layout has some issues - and the texture's not very pretty (sorry Picasso, needed to be said)
- Engine abilities don't have anyeffects... edit: no SFX - they work game wise!
To name just a few.
More info tomorrow. Also, we'll be having a test game at 17:00 UTC tomorrow (Sunday) - and potentially each week after that. We'd be happy to see you! I'm off to bed now, kind regards, Sean.
Credits (not exhaustive):
bobthedinosaur - generally everything besides the Lua code and map
Alter-Heide - all the more involved code
Skystar - more code
Sean Heron - Game idea, a little code
PicassoCT - the Busan map
Garret DeChellis - the Pilot images
Guessmyname - numerous unit models
Argh - most of the of the Buildings and WorldBuilder
Wolf-in-Exile texture of the Bishop and Ballista (+more?)
Smoth - a new set of Engine textures, and normals fixing
Centurion a number of units and models
Various Modelbase contributors - A number of buildings and features (eg the Fusions - Mr.D, Cremuss ? Fraid I Don't know).
- Pressureline for certain
Edit2: Totally forgot the various coders whose gadgets and widgets we use - to be added soon. (I guess an honourable mention also goes to our Spring Engine devs - without who the whole game wouldn't exist)
Edit: Added Wolf-in-Exile and Centurion to credits - Wolf in Exile in particular did the sweet texture to the Bishop and Ballista!
While I'm at it, I'd like to note that credits / licences have not been sorted out within the Game-folder yet. As such, it's meant as a "private" test version (which will be removed again later) - please refrain from uploading to Jobjol or such.
To play you will need three files - the map (Busan.sd7), the game file (EnginesofWar-alpha.sd7) and the LUPS file (LUPS_MODULE.sdz). The last two go in your Spring/games/ (or Spring/mods/ ) folder.
The game file will be updated from time to time (same link though).
----
Since I've been a slob with regard to keeping the Spring forum informed (and other things to be honest, but no more of that), and because the project had fallen aslumber, I'd like to say that:
(I feel I'm forced to phrase it thusly - )
IMA REANNOUNCE OUR GAME !!
Engines of War - (The Battle for Busan)
Proudly presented to you with blessings by Icefrog* himself**!
Thanks to a phenomenal effort by Alter-Heide over the past two weeks, we finally have a pretty good looking and most certainly playable version up and running! Grab it here, see it there. You'll also need the map, and this LUPS file [goes in mod-folder] (and you'll need to add one AI to play). The unit models you see are for the very most part by bobthedinosaur - and I'd like to thank him here for the incredible amount of work he's put into the game, not just modelling and texturing, but animating, setting up the unitdefs, adding sounds, CEG effects, the lot.
So you'd actually like to know what the game is about ? Well, you could call it the spiritual successor of "War Evolution" and "ZoyShooter" - or a DotA clone in a Sci-fi setting :D. Basically, you steer a single Hero unit - your Engine - around the map, destroying as many AI controlled Vehicles and lesser Mechas as you can, while always keeping an eye on your opponents Engines, and downing them whenever you have the opportunity.
Aim of the game is to Cripple the enemies base - the way you get there is usually by increasing your experience (and thus levels, abilities and stats) faster than that of your opponents. Emphasis is on skillful control of your Engine, situational awareness and teamplay - though an ounce of luck won't hurt either.
For those of you that may not have followed it, we've been working on the game for over a year now (though for a good part of the year there wasn't actually any work done... largely thanks to me :/). Check out our IndieDB page if you want to see what we've been up to over that time.
*You don't know who Icefrog is? Go away...
** Seriously! I quote his email to me: "No I would not find it insulting. Best of luck"
Please keep in mind, this is still a rather rough version, and as such there will be a variety of glitches. We intend to be giving you a somewhat improved version over the next few days, so if you want to skip some bugs, be patient.Busan - ready to be trashed
Some known issues!:
- At the higher level vehicle waves, there is a serious issue with wreckage clogging esp. bridges as well as paths and units getting stuck - this will be addressed shortly.
- Our GUI still has a number of shortcomings. If you use the Spring-Engine Gui, you'll be going on the safe side.
- Switching from walk to run (or vice versa) causes the Engine to forget it's orders...
- Balance is likely way off whack
- Victory condition is nigh on unachievable (destroy all three of the enemies Dropships) - will be changed also
- Map height and layout has some issues - and the texture's not very pretty (sorry Picasso, needed to be said)
- Engine abilities don't have any
To name just a few.
More info tomorrow. Also, we'll be having a test game at 17:00 UTC tomorrow (Sunday) - and potentially each week after that. We'd be happy to see you! I'm off to bed now, kind regards, Sean.
Credits (not exhaustive):
bobthedinosaur - generally everything besides the Lua code and map
Alter-Heide - all the more involved code
Skystar - more code
Sean Heron - Game idea, a little code
PicassoCT - the Busan map
Garret DeChellis - the Pilot images
Guessmyname - numerous unit models
Argh - most of the of the Buildings and WorldBuilder
Wolf-in-Exile texture of the Bishop and Ballista (+more?)
Smoth - a new set of Engine textures, and normals fixing
Centurion a number of units and models
Various Modelbase contributors - A number of buildings and features (eg the Fusions - Mr.D, Cremuss ? Fraid I Don't know).
- Pressureline for certain
Edit2: Totally forgot the various coders whose gadgets and widgets we use - to be added soon. (I guess an honourable mention also goes to our Spring Engine devs - without who the whole game wouldn't exist)
Edit: Added Wolf-in-Exile and Centurion to credits - Wolf in Exile in particular did the sweet texture to the Bishop and Ballista!
While I'm at it, I'd like to note that credits / licences have not been sorted out within the Game-folder yet. As such, it's meant as a "private" test version (which will be removed again later) - please refrain from uploading to Jobjol or such.