Tuesday, July 24, 2012

Hey everyone! I did promise to give an update on our AI. Sadly, they seem to be undisciplined at the moment, and refuse to follow orders... I'll let you know once they have been whipped into obedience.

Anyway, we have some new concept art, and a new artist.

These are by Construct VISR.

Linear Magnetic Projectile Weapon (A-R type)
 Vulture Overwatch Security Aerial Enforcer drone
Stay tuned for more!

Wednesday, June 27, 2012

New Concept art!

Hey guys! sorry for the long wait, things have been busy. We have managed to get some things done, the Squad AI system is almost done, I hope to be able to update you guys on that by next week. But one of the highlights for this week is ULNMurthy's amazing concept art!


This is one of Terra's many Cities, protected from the icy cold of the planet by massive weather-shields generated by orbital satellites. It is as of yet unknown what other function these satellites might be occupying.

Hope you guys like it!

Sunday, May 6, 2012

New Concept art

Hello again! We have some new concept art to show, so I present to you the HPAR and the nomad turret!

HPAR (High-Powered Assault Rifle):
 Nomad Turret:



Feel free to leave comments!

Saturday, May 5, 2012

Friday, March 30, 2012

On Strategic Locations and Turrets

Hello again! I've been pretty busy this week so I didn't get to post an update as soon as I wanted to, but I've got a little bit of time now. In this update I would like to discuss two things that I haven't elaborated on much, but are pretty important to gameplay.

 First of all, Strategic Locations (SL's). These are important or strategic locations on a battlefield and generally come in the form of a building or fortification of some kind. However there are some differences from normal capture points that you might find in games such as Halo: Reach or Mass Effect 3, and I will be explaining this. Some of the main differences include:

 -Capturing these points has no direct effect on the progress of the game
 -Each SL falls under one of 6 categories
      -Offensive SL
              -Large
              -Medium
              -Small

      -Defensive SL
              -Large
              -Medium
              -Small

Here is an example of what a small SL might look like: 

 -Each size of SL has a different amount of Capture points inside the structure, Small = 1, medium = 2, and large = 3
 -One must capture all of the Capture points in a SL to gain the effect of that SL
 -SL's do not give requisition to the commander, capture points do. Therefore you don't need to capture all of the capture points in an SL to gain requisition.

As for turrets, there would be two different kinds of turrets an engineer could build. The first would be"Standard Turrets" and these can be built anywhere, and have standard turret stats, but only have access to a limited amount of weapons. The second kind is "Fortified Turrets" these can only be built in certain locations that generally appear on SLs. This kind of turret is more resilient and has access to more weapons than the "Standard Turret".

Next time i'll see if I can get some concept art for you guys!

Sunday, March 4, 2012

New posting schedule

Due to the fact that not enough progress is being made within the weekly attempt-to-post-on-blog cycle, I have decided to update every two-to 3 weeks, but if anything interesting pops up before then i might post that.

Monday, February 27, 2012

Very Late Post

Sorry for the very late post, wasn't here last weekend and was exceptionally busy this weekend. Recent progress, we now have another concept artist on the team, along with a sound designer and a writer, I hope to have the theme song for the game up by next week, and I might have some more concept art by then as well.