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flashman

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Everything posted by flashman

  1. thanks going to go and watch STar Trek then I will come back and play. I think the biggest problem with soviet is a lack of props at the moment. The building submaps look cool but feel empty. I agree that the concrete feels a little forced, I was in 2 minds how to do it. I will play with LOS ideas, but again I dont want the props to get 2 repetitive. Thanks on car warning, I totally forgot that some might have cars on them. I did the soviet map as 60x60 on purpose for corvette and landingships. I will make a bigger one battleship, but I wanted it to be rather special.
  2. MAPS MAPS MAPS All Flashman's new maps and submaps are now included in the COMMUNITY MAP REVIEW PACK This is so that Chris can track them in an easier way
  3. I have created a soviet town site - corvette i am trying to test it with quick battle but it never selects the map I need My map is called "flash" Am I doing something wrong in editing quick battle.xml thanks
  4. @Chris will you be forced to carry out the final mission when unlocked? and is there still a ticker so you have to get to the final mission before annihilation? I say this because I am known to stretch out UFO games for about 100 missions, multi bases with multiple personnel. I always max the game out and I have made these games last several years before. I know the final few months get more hectic and crazier and battles come faster, however 25 seems like a small number when some at the start only take a few minutes.
  5. A game can often be judged and remembered for the quality of its maps. Engaging and memorable maps are a sheer joy to play. Derivative and repetitive maps destroy an experience. A good map could take in excess of a hundred hours planning and design with sketches to support it and the layout. If you want quality entries then a competition needs quality rewards. However, prizes are always adjustable and it could just be names in the credits under Map designers. By encouraging competition Goldhawk can create a range of free and additional content well past launch. Community map updates etc.
  6. @Chris The game needs a lot more variety of maps, as stated by you before that means a lot more work. To this end, I think you should host the Goldhawk version of the Unreal map competition. Set out the rules, Give say 4 weeks to complete. 1 entry per person. All maps once submitted can be freely used by Goldhawk Pick a tile set or range for the compo- to help fluff out the emptiest areas. Set criteria, such as where you want the drop ships located etc, size. How to upload the map and where to save it. I would recommend having 2 thread. 1 st is the compo thread, second is the map submission thread where mods delete all non map posts to help yourself stay organised. There can be 3 stages of rewards. Top 5/10 maps are gifted 1 free copy of Xenonauts Top 3 maps get a chosen name in the game. Winner gets to put the chosen name to a portrait in the game. You could do it as a kickstarter announcement as well to push more interest. I know you like to have a certain look/aesthetic, however maps are an area where a range is often better than the vision. This is because one person can become very repetitive in their motions and 5 very different maps can end up feeling very similar. Andrew
  7. A fix for a fixes fix, fix... Hopefully steam makes this beta stuff easier.
  8. I have played through the first few months several times with version 18 and I have been trying to balance the production costs of Jackal armour against the alien weapon ramp ups. Jackal armor currently costs $30k a unit and it starts to become fairly vital once you hit the second month and alien weapons start to 1 hit kill. Currently the high cost feels like an inhibitor when you are trying to get yourself established, as it is something that you almost must produce in a large quantity if you want to keep up. I use a 15 soldier rotation at the start of the game and trying to equip these units with armour can become a bit of a headache early on and the funding for this is heavily affected by the number of UFO's that you can shoot down in the first 4 weeks before you hit the bigger UFO'S. My suggestion would be to reduce the cost of Jackal to 15k a unit. This way production of the armour doesn't cripple your efforts to expand/build hunters/interceptors at the beginning, but still requires some thought and planning.
  9. Thanks for the changes I have played with v18 more than any other version in the past year.
  10. Feel the love Death Inc. Officially endorsed by Peter Molyneux, Big Boss man 22 cans Alex Evans Big leader man Media Molecule Sean Murray Big man made Joe Danger! [video=youtube;jWLneoVNSkE] http://www.kickstarter.com/projects/229423802/death-inc
  11. I would go for barracks for soldiers, however instead just giving labs/workshops free staff, how about expanding them by 1 row- so basic workshop = 1x3 lab =1x3- this pushes the space and forces diversification, while streamlining the mechanic. If scientists had apocalypse style stats I would be worried about hring them. Just don't make me go hunting for them like XCOM
  12. Death Inc. New video on Kickstarter - with Demo [video=youtube;VsIKoY0UIFI] To save anyone having to leave the site I embedded it, the first 1.30 mins have been redone to focus on the game. If you like it consider backing as they have 13 days and 240k to go! http://www.kickstarter.com/projects/229423802/death-inc
  13. Bring on Beta Mr England... lets get this show rock and rolling!
  14. Xenonauts has turned me into a kickstarter junkie.. Im like a kickstarter obsessed man
  15. Feel like a self congratulating spammer, however I want this project to succeed as I did xenonauts, so enjoy Death Inc. Now with added 10 minute Demo For Windows Linux and MAC get your reaper on - I had issues viewing links in Chrome but Firefox and IE work fine- have got them checking it http://www.deathincgame.com/demo/
  16. Chris do you have a new development road map for getting the game released? I know that some key changes have held things back such as the AI and UI.
  17. The new update today is pretty awesome http://www.kickstarter.com/projects/229423802/death-inc/posts It talks about how to command different types of units and shows how to change the colour of your painted path to direct specific groups. The combat looks like it is going to be really well developed and I am liking the castle attacks They show how name in game works here http://www.kickstarter.com/projects/229423802/death-inc/posts/405191
  18. @Charlieverse if it was Desura you are premium pre-order as says on name, which gives you early access to the novella atm Also all the KS stuff- Access to our development builds and beta testing until the game is complete A spangly gold forum medal, a digital copy of the Xenonauts soundtrack, official desktop wallpapers, plus a lengthy digital write-up of our development diary on release.
  19. flashman

    Wildman!

    project mercury the infinite desktop http://www.kickstarter.com/projects/gaspoweredgames/wildman-an-evolutionary-action-rpg/posts/394335 Looks like GpG got offered a deal
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