Wednesday, August 11, 2010

Major update in the works

Hey there,
As you all know, I'm fond of adding surprises to my releases.  This time however, what I'm working on is too big to happen quickly, so I'm giving you all something to get excited about in advance.
The next release of D2:TGP will be version 2.0!  I have very high aspirations this time around.  Nearly the entire user interface will be changed.  Aside from some minor balance changes, I don't expect to change anything about the combat mechanics themselves, so you can breathe easy.  But, after all this time experimenting and testing, I am ready to create the interface of my dreams.
New features will include:

  • Full incremental zoom in and out of the battlefield (think Supreme Commander)
  • Dynamic unit grouping and linked AI/formation actions
  • Whole screen will be devoted to the map view, with minimalistic and dynamic GUI elements
  • "Adaptive Interface", which is what I am calling it when menus appear contextually and only as needed, predicting the user's needs
  • Full waypoint system for all ground units and improvements to flyer control
  • Staging Areas where units can be sent to fulfill pre-determined orders
  • Optional objectives (will be done eventually but won't stop a release on their own):
    • Game recording/replay
    • New research system/items
    • Improved network library for stability/performance
Some of these items are already completed, but they all depend on each other now so I can't release them separately.  As you can guess though, this is not a small update in any way, so this will take months to complete, rather than the usual few weeks you have to wait between releases.  At any rate, I think it will be worth it.  I'll keep visiting the forums now and then so feel free to speak your mind there.

And hey, feel free to donate a buck or two.
-- Drackbolt

Sunday, August 01, 2010

Favorite PC games of all time

(this post will also be found at my new blog, IntelligentReviewer)
First, you'll notice Dune 2 isn't on this list, so here's some background.


As much as I loved Dune 2 (and I did, believe me), it had a lot of flaws that frustrated me.  After playing it for a few weeks I wrote a letter to Westwood studios, detailing all the improvements I thought could go into the game.  Much to my astonishment, a week later I received a letter in response from Joe Bostic himself!  I think I was 13 at the time so you can imagine how I felt; I actually framed his letter.  He was very kind and said that many of my suggestions were already scheduled to be incorporated into the next game, which would be released in about six months.  I was ecstatic to hear all of this, but then devastated later when I learned the next game would not be Dune 3.  So, in my mind, Dune 2 will always be the "one that got away", that could have been perfect but just never was.  And thus, my need to create D2TGP was born.  I still consider it the best $40 I ever spent, but I'll never play the original game again.

I've always loved games with a great atmosphere and intelligent writing.  The more immersive the better, and if it also has a great interface and gameplay, I'll never forget my experience with it.  The great thing for you is, many of these games can be found freely on the web as abandonware.  I urge you not to underestimate any of these greats.  To this day, I could pick up and play any one of them.

Counting down to number 1 (that being the best)...

Multi-Player:
10. Starcraft
9. Rainbow Six
8. Shogun: Total War
7. Conquest: Frontier Wars
6. Total Annihilation
5. Viet Cong
4. Dawn of War
3. Ghost Recon
2. Unreal Tournament (with my custom voice packs and skins)
1. Serious Sam: Second Encounter

Single Player:
20. Commandos 2
19. Darwinia
18. Master of Orion
17. Warcraft 3
16. Majesty
15. Tron 2.0
14. Final Liberation
13. Planescape: Torment
12. Mechcommander
11. Axis & Allies (1998 and 2006)
10. The Secret of Monkey Island (1990)
9. Bionic Commando: Rearmed
8. Dark Omen
7. Warhammer 40,000: Chaos Gate
6. Master of Magic
5. Space Hulk (1993)
4. Outwars
3. Homeworld
2. X-com
1. Fallout 2

Honorable mention:
Postal (1997), for intensely satisfying my anger issues.  The sequel was too malevolent for me to be interested but the first game felt very direct and focused on anger at stupid people, of which I had a lot.

Friday, July 16, 2010

1.0.95 Release

Changelog since 1.0.94:
  • Made AI a bit more aggressive
  • Updated Mentat and Tip Box info
  • Added sound effect when placing unit queues
  • Carryalls will now try to calculate unit speed versus distance to target before determining whether to airlift
  • Fixed bug with units still firing under some orders while unpowered

Monday, July 12, 2010

1.0.94 Release

Many balance changes, partially driven by the Polls in the forum (but not in all cases since I don't have that many voters yet).  Also includes many code updates for future changes that won't affect things currently, so we'll see if I created any new bugs.


Changelog since 1.0.92:

  • Experimental change: Saboteur is now a more unique unit, visible only at close range or when in combat.  It is essentially the same as an Infantry unit otherwise, but does enormous damage to buildings, even Defended ones.  They no longer have any detonation ability.
  • Experimental change: Fremen Warriors are now close-range anti-personnel units, able to wipe out enemy foot soldiers very quickly.  Against other units they are not worth the extra cost, and they do not do extra damage to undefended buildings like other foot units.  I feel this change, combined with the one for Saboteurs, is very appropriate to give each Ally faction more unique benefits
  • Experimental change: Deviators now unpower units for a random amount of time, just as they do with buildings.  Also, units will no longer lose their orders when unpowered
  • Trading Post is now visible to enemies when in combat or at close range
  • Fixed bug with Building selection graphics in Network games drawing slowly
  • Fixed bug with client units not showing current Order button depressed
  • Fixed bug causing 1/100 chance for game to crash when playing a new Music file
  • Fixed bug where units retained old Retreat coordinates

Friday, June 25, 2010

1.0.92 Release

From now on, updates will be smaller in scope, in an effort both to reduce my workload, and also reduce the introduction of new bugs.
Changelog since 1.0.91:

  • Units and Buildings now have a different graphical method of showing selection.  I think it's preferable to the blinking.
  • Custom music is now supported.  I have updated the Music download.  So from now on, you can add any Ogg Vorbis (.OGG) music file to either of the subfolders underneath the Music folder and they will be used in the game at random.  .FLAC files should also work, but sorry, no MP3 support due to licensing restrictions.

Tuesday, June 15, 2010

1.0.91 Release

Just some quick fixes.


Changelog since 1.0.91:

  • Tweaked an AI ratio to make Repair facilities slightly more common
  • Fixed all known color issues in full-screen mode (hopefully)
  • Fixed strange behavior with the dragbox that caused it to freeze when moving off map screen, even when button was released

Monday, June 14, 2010

1.0.90 Release

First off, you'll notice that this "should" be 1.90, but I never thought I'd get this far up the scale near 2.0, and I've decided it's finally time for me to embrace standard version numbering.  So, everything's starting over at 1.0.xx here and I'll stick with this format from now on (or at least until I've made 100 times as many changes again).

Second, I've changed the game's file name to just "D2TGP.exe", which is how it will stay.  This is to help you add it to Steam and such things without worrying about me hassling you with constantly updated filenames. :)

Also be aware that from this version onward, slightly more memory may be required.  I don't know how much yet.

Also again, please be patient on a Linux version.

Changelog since 1.0.88:

  • Major interface updates and bugfixes, too many to list.  Classic mode feels very complete now and both modes gained some new usability.  Essentially, you can expect the Classic mode to behave like Starcraft in almost all respects (one difference being that right-click still issues all orders).  Mapmaker mode interface was also updated to bring it in line with these changes.
  • Zoom mode has received many updates which will be easily noticeable.  This is one step on a longer path to extending the game's feature set.
  • Updated tip box
  • AI players will now be given random colors from the start (but still can be changed)
  • Config.ini file now tracks more information
  • Hopefully really permanently totally fixed bug where harvesters would go to 0,0 sometimes
  • Fixed bugs with Retreat locations for both player and AI units
  • Fixed bug with ground units being transported still drawing in minimap at pickup location
  • Fixed bug with AI Carryalls dropping harvesters right on top of pre-spice masses causing instagib