AI War 2 v0.504 Released! “Big Ship Graphics Batch + Test And Revise Pass #3”

Release notes here!

I’m now back from traveling, and so is Keith, so that’s nice to be back to normal on that front.  This new build includes a ton of backlog work that Blue and Cinth have done over the last couple of months that I’m only now getting integrated into the game proper — namely, visuals for 34 classes of ship in the game!  That’s a pretty hefty chunk on top of what was already done, and there’s a lot more in the short-term pipeline on that stuff, too.

Beyond that, Keith has continued his testing-and-revising work, and that’s led to a number of quality of life improvements.  Community member BadgerBadger has also made improvements to his Nanocaust faction, and those have been integrated.

Keith has also done another quartet of videos for this new version:

Keith writes: And now for something moderately different: some playtesting to help identify the main things in the way of the play experience. Ends predictably.

Keith writes: The day Galaxy Map Display Modes were unleashed on an unsuspecting universe:(probably not very unsuspecting, considering that AIWC had such modes, but they weren’t moddable!)

I’m not sure how many of you find 1h45m videos of coding “enjoyable”, but if so: enjoy 🙂 If not, an example of how to mod in a new display mode starts around 59:27.

Aside from Chris: I also just have realized, after working with Keith for literally 7 years now, that I’ve been pronouncing his last name wrong this entire time.  In countless videos and interviews and podcasts and who knows what.

So, let’s review:

  • Keith’s name is spelled LaMothe, but pronounced lah-mont instead of lah-mow-th, which is what I’d been saying.
  • For anyone wondering, it is indeed Ar-ken games and not Arson or Arsen games. 😉

Moving on…

Keith writes: A quick change to mapgen to seed some nearby strategic objectives and make the early-early game decision of “which way do I expand?” more interesting.

At less than 20 minutes, this is a lightweight 😉

I’ve got another one that’s like an hour and 40 going through processing now, though, in case you have an excess of time to burn.

Keith writes: The Build Menu has an encounter with a chipper-shredder: You can see the current state of the menu around 1:30:05, if you’d like to cut to the chase. But there’s a lot about how to work with the UI system leading up to that. Iirc, 100% of the actual changes were in external code and xml, so stuff that’s possible for a modder.

Okay… anyhow, so that’s the news for now! 🙂

Cheers!

Chris

AI War 2 v0.503 Released! “Nanocaust + Test And Revise Pass #2”

Release notes here!

Although, frankly for the details on “The Nanocaust,” you need to click through to the forum link where community member BadgerBadger explains his work.  This is the first player-created special faction, and it’s something we’re building into the game as an option for anyone to use without having to do a special separate download or whatever else.

The other main thing from this build is basically pass #2 of Keith playtesting the game and revising based on his findings.  This is overall a smaller batch of testing and revision work, because Keith was traveling for about a week and I’ve been doing the same.  But overall it’s some solid stuff, and we’re marching onward toward where the game needs to be on a number of fronts.

Keith has also done a pair of videos, lately, and you can expect more in the future:

Keith writes: The modding tutorial on xml/code (tool links, etc) is still pending, but this contains a lot of info on modding itself, as many of the changes I’m making are functionally mods.

Keith writes: The initial bit on the dps formula and the overall balance architecture is interesting if you’d like to know more about that, but the addition of Badger’s Nanocaust faction is much more interesting, the real testing of that starts around 1:18:15 in the video.

Cinth and Blue have also been plugging away on their work, and I’ll be putting out a massive batch of their content changes (new shipn visuals, adjusted ship visuals, etc) early next week. 🙂

Cheers!

Chris

AI War 2 v0.502 Released! “Mostly-Invisible UI Work”

Release notes here!  They are short and overall not that exciting, unfortunately.  That said, if you’re modding the GUI, it’s a pretty titanic shift in terms of what you’ll find in there now.

So what’s up?

Basically over the last months we’ve learned a lot about what functions we do and do not need in our GUI in order to make it fit all the various screen resolutions and configurations, and to be as performant and attractive as possible.  It’s still blocky and untextured right now, so the attractive part isn’t there yet, but with the changes from this week we’re now able to pursue “functional, well-organized, and non-overlapping” with renewed vigor.

There are a few other things in there as well, including some minor changes that make a huge difference in how the balance of AOE units affect things.  There’s a few more of the voice acting audio clips that play now, and a few quality of life improvements with hotkeys.

Anyhow… this is one of those “iceberg” releases where it is actually a lot larger than it looks on the surface. 😉

Cheers!

Chris

AI War 2 v0.501 Released! “Test And Revise Pass #1”

Finally past getting all the non-stretch-goal content in (the units are defined and in the game and basically behave as they should, anyway), so now onto actually making things fun :)

The release notes are here.

The key quality-of-life improvements, in no particular order, are:
– You can now choose to start with the first planet already under your control, and thus skip that first battle that tended to be the same.
– Turrets and similar structures that you build now leave remains that you can rebuild, similar to AIWC. Not having to manually re-place turrets after every significant defense is very nice.
– Tech costs and various other numbers are now rounded to not be weird values like 1199 (instead 1200, in that case).
– BadgerBadger’s “Find Planet” function has been integrated. Thanks Badger!
– BadgetBadger’s improved campaign-based save/load system has been integrated. Thanks Badger! (I keep finding myself saying that) The structure of the campaign data is likely to change to something more robust before 1.0, but this is a definite step in the right direction.

Up next is more of the same troubleshooting: finding the trouble that gets in the way of the game being fun, and shooting it. For now I’m focusing on my own testing as it’s a tighter feedback loop in many ways, but that will be broadening out.

Enjoy!

Keith