Game Design: Resource Systems
by 5r22 on Jul.05, 2010, under Game Design
One of the key aspects that define the entire RTS genre, are the games economic systems. Today we’re going to be talk about what makes a good resource system for a competitive RTS, and the system in place for Project Warcry.
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FPS programming progress of the week
by RuLZ on Apr.26, 2010, under General
This has been a very busy week for our programmers, and they have achevied outstanding progress:
-death sound randomization
-counter strike style radar
-improved GUI : HP also appears as number, toggle hud key : H for full hud, k for radar, t for score and more
-basic score implementation (killing each monster gives you a certain amount of points).
-real time property editor : edit the types file at run time (push “del” key)
-view distance tweakble in configurator
-player name
How to Create a “Throwing Weapon”
by NiCo on Apr.09, 2010, under General
A NEOAXIS ENGINE TUTORIAL.
An indepth guideline to creating throwing weapons. Suitable for anyone looking to get into NeoaAxis.
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Game Design: Multiplayer Maps
by 5r22 on Apr.07, 2010, under Game Design
For any game which hopes to become a success on the multiplayer front the strength of the games maps is a key component. Good maps can help to solve design challenges, help guide the meta-game and provide a lot of strategic depth to players.
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SVN changes
by admin on Apr.05, 2010, under Programming
Up until now the SVN was hosted privately. Right now however, we have introduced a major new Change as the SVN is hosted by our web SERVER. This allows us full transparency and independence of any one man, not to mention 100% reliability, unlimited size and connection speed.
We use Hostmonster. It was rather tricky to get it working, anyone interested http://sharpstep.com/Articles/HostMonster-svn/v1.0/index.html
Game optimizations
by admin on Apr.05, 2010, under Programming
A lot of things have happened on the programming frontier. One of the most notable is the migration to NeoAxis GameEngine ver .84. The version introduces several key improvements, one of which was accelerated loading times due to caching ( havent looked into it in detail ). With the combination of .84 and our new Content optimizing tool(s)l , we have managed to create a setup where game loads with sub 20 seconds! This is a huge step forward, if you consider after each line or few of gamecode as programmer compiles, one had to wait sometimes up to 5 minutes to see the effects in-game. This solution here accelerates the development tremendously by valuing each minute of indie gamedev time.
The screenshots attached show a new, especially created Development map. 15 Second from nothing to what you see on screen. This is the “playground” where things are tested and brought into life.
Warcry FPS : development started!
by RuLZ on Mar.31, 2010, under General
Elseware Entertainment is proud to announce the begining of the development of Warcry: Extermination, a sci-fi first person shooter set in the same universe as Project Warcry.
The game will be presented to the player as if it’s a virtual reality combat simulator produced by the Protectorate of Man, one of the major factions in the Warcry universe. The game will be full of over the top propaganda, of the kind seen in movies such as Starship Troopers, for example.
In gameplay terms the focus will be on the cooperative multiplayer experience, in which the players have to defend themselves against hundreds of vicious enemies in a series of short (10 to 20 minutes long), fast-paced levels.
Stay tuned for more information!
Game Design: Damage
by 5r22 on Mar.17, 2010, under Game Design
Combat is one of the key aspects of any RTS, and its execution can make or break a game, more than almost any other factor. One of the key aspects within combat is the damage system, i.e. how units and buildings deal, receive and protect themselves from damage.
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Game Optimization: Textures
by admin on Mar.12, 2010, under Programming
Elseware Entertainment protocol requires original textures of 2048×2048 or higher. With quality and future-proofing in mind this is a very good strategy, however with Active Development in mind, this is as good as shooting yourself in the leg. Let me explain. Firstly the textures are rarely converted into dds but kept in various different formats such as tga(quality), jpg(size, downloads (like cgtextures.com)). Now if you consider that a single unit has diffuse, specular, normal and emission map (each at high resolution) * hundreds of units/models – thats a lot of data. What is more, as game loads it converts the original textures into DDS keeping everything in memory resulting in incredible inefficiency and unnecessarily prolonged load times (which are vital to be fast as you debug, develop). Solution was needed! (continue reading…)
First Post
by admin on Mar.10, 2010, under General

Welcome to WordPress. This is your first post. Edit or delete it, then start blogging!










