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Messages - cubanresourceful

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1
AI War / Re: The Grand Epitome of AI War
« on: November 24, 2010, 01:12:07 PM »
At first I didn't understand then I saw...it. ;)

2
AI War Strategy Discussion / Re: Dilemma
« on: November 23, 2010, 04:11:28 PM »
first off
SPEND THAT KNOWLEDGE.

Then spend those resources.

then go finish scouting

crush the ai

crush the other ai.
I agree with him, you are floating way too many resources. Also, I must say, you've captured yourself quite a few planets eh? I say build a huge fleet and take down the AI homeworld as you continue pushing forth towards the second AI homeworld. But that's me. 999,999 metal/crystal is too much, you gotta start spending. :)

3
Game Development / Re: Questions about Alden Ridge
« on: November 21, 2010, 01:23:41 PM »
Bear in mind that the game page is completely out of date and refers to the 2008 version of the game.  We'll be basically tossing out all the old code, art, music, and everything and starting from scratch.  We haven't actually even started working on the new version yet, that won't be until after LotS is done.  When I said alpha for Q1, I meant more like March, which is waaay off in Arcen terms. :)  A lot can change between now and then.

But the idea is that the structure of the world will be like... well, sort of open world.  Kind of like Minecraft, where you can go in any direction as far as you want and it keeps creating new terrain, etc.  But, we'll also have towns and dungeons and ruins of old industrial centers, etc, which get created as part of that process.  Who knows exactly what will be in place at the start of alpha, but my hope is to have forest, caves, plains, and office buildings in there at that stage at a minimum.

If I had to say what this game would be like... I guess I would say Zelda + Crystalis + Silent Hill + Minecraft + Lode Runner The Legend Returns + O'Reilly's Mine + A Bunch of New Stuff.  And minus a ton of stuff from those other games.  It won't be like Zelda in terms of having dungeons or the same style of scripted exploration.  It won't be like Silent hill in terms of the mature stuff that would make it over T rated at the very most.  It won't be like Minecraft in terms of not having any crafting, and having a completely different focus (exploration and adventurerather than creation).  It won't be like Lode Runner in terms of the levels being top-down, and there not actually being levels, and there being MUCH more interactivity and variety to the environment/enemies.

Lots of stuff still up in the air, but I'm quite excited about the project. :)
Oh jeez you guys sure know what we want eheheheh. In my opinion, I know it's going to be great, seems like I will continue to own all of Arcen Game's games. :) You guys just come out with such quality I just cannot comprehend how? Ah, who cares lol. XD

I am definitely looking forward to this. Would we be able to prepurchase the game (when it is in alpha) for early adopters can help discover bugs (while having fun as well)? Or you are unable to comment on such at this moment?

I'm liking it so far, this post sounds better than what the actual website has listed! Is that why you removed 'Arcade' from the name, since there won't be levels per say, just a procedural generated open ended world? What excites me is the use of real world elements like rain, dust, storms, etc. You don't see that in games.

Will you guys put hurricanes and tornadoes, lightning strikes, etc.? Lol, just wondering. ;)

Thanks again, you guys are great! :D

4
Game Development / Re: Questions about Alden Ridge
« on: November 21, 2010, 09:34:25 AM »
Based on this  it will be interesting to hear the answer to your questions.
Seems like no levels per se, but may be like the scripted story in the LotS expansion.


from  http://arcengames.blogspot.com/search/label/A%20Valley%20Without%20Wind
""
3. Alden Ridge Arcade is dead, and we're going to reinvent Alden Ridge itself from what it was going to be.  No more hand-crafted story or levels -- instead, we'll be going procedural, which is something that we're very good at from AI War.  We're also going to be releasing an public alpha of Alden Ridge in the first quarter of next year, which we're pretty sure the finances will let us do, and then if that takes off we'll build that game upwards from there.  If it really takes off, which we suspect it might (that's a seriously cool game, and a lot of people are waiting for it), then we'll probably develop it over a span of years, with lots of free updates as well as paid expansions, essentially like we've been doing for AI War.""


Yeah, I am familiar with said news post and that in combination with the game page sprung my questions. On the Arcen Games website it says the alpha will be out in Q1 of 2011 so naturally since the date is so close I am a bit curious. I could use an adventure game to fill the hole Zelda left. ;)

5
Game Development / Questions about Alden Ridge
« on: November 20, 2010, 11:56:20 PM »
I've really interested in this game, so I've got a couple of questions since the alpha is right around the corner. I know the game will be based around levels, I am assuming, once you beat a level, you cannot go back to it correct?

My second question would be, how big are these levels?

Now, I don't really like comparing, but I am just trying to get a sense of the underlying theme of the game, if you will. Can this game be likened to The Legend of Zelda, except instead of an open world with "sub-worlds" (in this case, usually dungeons and stuff), this game will feature levels? Just wondering. :)

6
AI War / Re: Love AI War and/or Tidalis? We could really use your help...
« on: November 16, 2010, 11:42:47 AM »
Just want to post a few of my thoughts, whether they are worth much or not.

First off, I've been playing AI War since version 2.0 came out on Steam (albeit on and off, blame my engineering classes for that). I read the description and downloaded the demo. Played the first tutorial and bought it. Then played the second. :P

I loved the vastness of the game. What I loved more was the fact that it kept my attention span. One reason why I don't consider myself a gamer, and I do not really buy much games, (unless they are on sale), is because most games cannot keep my attention. The vastness, variability, and my liking for space themed games and strategy games help retain my attention. That and well I cannot afford to not pay attention since I would most probably lose. Horribly.

It was since then, that now I am the proud owner of all the expansions of the game, including the beta release. It warmed my heart seeing that CoN was solely for contributions to Child's Play. I've also been a great supporter of being honest with your customers because maybe it won't net you the greatest profit compared to screwing over your customers, but at least your fanbase is true and the backlash minimal.

Another two reasons why I support not AI War, but Arcen Games as a company in general is their DRM policy and their openness with customers. A comment on the first being, if I am paying for a game, why am I more restricted than those who did not pay for the same game? That's flawed logic there which I can assume is a lack of taking Discrete Structures in college (God help those who have too though!). To comment on the latter, I love being honest about my problems to other people, sometimes it's the best way to earn honesty and loyalty, and can be a surefire way to garner opinions and advice that may be good or bad, but help put things in a better perspective than the one you may currently have. It also helps to have an insight into the company as a whole, and if Chris is so open about his finances, family, development, etc., then why can we not be open with him? Maybe that's why Arcen Games gets quite a bit of feedback, if you're honest with people, then they'll be honest with you. It's this honesty that brings me here time to time to comment on a few things, ask questions, and provide feedback to topics like these not because it stems from me wanting to be heard, but from Arcen wanting to listen.

Also dedication to your product means a lot to a customer, and if the amount of news on the website, the constant updates on the company and developers, constant updates to the games themselves, product roadmaps, and Chris and Keith post counts equal a staggering 34% of all the posts on the forums (that's 21,412 posts out of 62,937 guys) then I don't know what dedication is. Bottom line guys, support a company that does everything they can to support you and, above all, keep you happy. Which is why I am a proud supporter of Arcen Games, with AI War being my favorite game since I've bought it until now (actually, being completely honest, it's tied with the Gran Turismo series, I love cars and racing them :o)

The best of luck to you guys, keep on releasing expansions and I keep on buying 'em. I know I am not the only one, and I will do all that I can to spread the word, so to speak. :)


Edit: Fixed some funny grammatical errors. :D

7
AI War / Re: Something strange about tutorial 2
« on: November 13, 2010, 06:52:37 PM »
I knew it was something as simple as that. Maybe it IS good I am relearning everything, seeing how I HAVE forgotten quite a bit. :O

8
AI War / Something strange about tutorial 2
« on: November 13, 2010, 06:28:08 PM »
I recently got back into the game after a hiatus due to my engineering classes getting a bit more...difficult haha. Now that I've returned I decided it would probably do me well to relearn the basics, but as I was doing tutorial 2, I am stuck at the part when you're supposed to build an Harvester Exo-field. Thing is, it's says its locked and I am unable to unlock it, even though the tutorial is telling me to "buy" the technology with my Knowledge. So, am I missing something inconceivably simple?

If it helps, I am running the latest beta, I think 4.032 or something along those lines.

Thanks my fellow Generals,

Mario

9
AI War / Re: AI War Linux?
« on: April 22, 2010, 08:18:33 PM »
Well, Steam is going cross platform, but not all their games are.  We are hoping to port AI War to Unity 3D in the late summer, which would give us OSX support right there.  But Unity 3D does not yet fully support linux, so I suspect it would be down to how well WINE supports Unity3d-based games.  Not something I have explored in great depth yet, but it's something people are welcome to try out with Tidalis (demo or whatever).  If Tidalis (either the OSX or Windows versions) can be made to work on Linux, then AI War should also work on Linux once we port it over to Unity.

And, heck, hopefully Unity 3D will announce full linux support sometime before too long.  It seems like it would be comparably easy versus a lot of the other recent portings they have done / are doing (360, PS3, etc).  But a smaller market, too, I guess.  Maybe the Linux support will come when they start doing Android support, too. :)
Sounds great, thanks for the reply! :D

10
AI War / AI War Linux?
« on: April 22, 2010, 08:00:33 PM »
I am just wondering, since Steam is going cross platform, will there be a Linux version of this game? :D

11
AI War / Re: Back after a long haitus...WOW!
« on: March 13, 2010, 12:10:33 AM »
Another expansion is planned, but there are other projects ahead of it in the queue.  But I think the DLC was pretty nice last month (and every month, really); not quite as much yet this month as I've been busier with other stuff.  I suggest trying the new Riot Control Starships from last month :)  Currently working on the Heavy Beam Cannon turrets for this month; some experimental versions are in the current prerelease but we're still working on the balance and stuff.
Woah, sounds crazy! :D Oh! Congratulations on your business hitting off so you guys could be full time! :)

12
AI War / Re: Back after a long haitus...WOW!
« on: March 13, 2010, 12:04:43 AM »
Welcome back :)
Some other people have also dropped out, but a few have stuck around (like me)!

That there is Keith Lamothe, now co-developer of AI war (he was hired a while back, i think after you went away)
Yeah, I remember you RCIX, but Keith I do not. I'm just so disappointed with RTS games nowadays. Anybody play R.U.S.E. and Supreme Commander 2? Both very disappointing and generic. *Sigh* Thank you AI War. I am looking forward to the DLC and maybe the next new shiny expansion if it exists somewhere deep? :D

13
AI War / Back after a long haitus...WOW!
« on: March 12, 2010, 11:47:34 PM »
I played 2.0 quite a bit I must say, but then school got busy, I got a job and things were hectic so I dropped the game (sorry). But, I picked up the other day and wow, am I out of the loop. I see all these new things and I feel so lost yet again! Though I must say the graphics look even cooler! :D (It seems that the warpgate hasn't been updated)?

I think it's so much better and I've been playing some games and it's been a blast. :P

14
Off Topic / Borderlands anyone?
« on: November 18, 2009, 02:47:07 AM »
Who here has Borderlands? Liking the game?

15
AI War / Re: Google Wave for AI Wars
« on: November 13, 2009, 12:12:53 PM »
The restriction on length of text messages on phones makes some sense due to needing to limit data throughput.

Actually, the reason they limit it that much is so they can cram the message into the carrier signal, so it doesn't cost them any extra bandwidth beyond what it costs to operate the network, and then they charge you out the ass for it. Aren't cell phone companies grand?
QFT :'(

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