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Darkwind, development keeps going on
Darkwind, development keeps going on
| Name: | Stephan (viKKing) Bondier | |
|---|---|---|
| Date Posted: | Mar 29, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Stephan (viKKing) Bondier |
Blog post
If you ever kept an eye on Darkwind: War on Wheels development, maybe you noticed we went in closed beta, hence every public activity has stopped.
It has been a period of decisions, like for example, selecting a pricing structure and model, reviewing the planning and scheduling of some features, or even modifying the entire storyline date and time.
We also introduced a few new bugs *ahem*, features I mean ;-), well nothing we won't be able to manage.
Sam has made outstanding progress on the code side compared to the little free time he had.
The Squad system is fully working and you can either select to fight AI or players, on the surroundings of towns. You are no able to loot opponents equipments and to propose it for trading in Marketplaces.
You are no more limited to the racing tracks, and it is time to elaborate new combat tactics.
On my side, a few things came in to slow me down seriously. I've been spending time on things I should have not too.
I also thought Sam would be longer on the coding side... damn it.
The world in Darkwind is expanding with the wilderness, an unfriendly place, you'll have to deal with, when travelling from town to town. You will certainly meet road pirates one day, or become on of them and ambush traders.
A reputation and fame system has been integrated to cover such things; attacking traders will reduce your reputation. Are you already feeling the darkside of the force?
Travels are going to be the next beta phase - as soon as I done enough maps and towns - and are handled through a very nice scrolling map, you can control from your web browser.
As a reminder, the game is managed through a web browser and the game client (TGE + TLK).
This blog was mainly intended to post screenshots...
Special thanks to Tim Aste for inspiring me on the overpass.
There is more in these screenshots than outdoor and terrain, can't you see the invisible AI nodes?
Highway to Hell


Interstate Mythos


Lost Oasis (edit: yes it is there! in the background, you can guess it)

Road to Elmsfield

Road to Somerset

Scattered Grounds


Edit: fixed wrong url tags
Edit2: added pics for Highway to Hell, Insterstate Mythos and Scattered Grounds.
It has been a period of decisions, like for example, selecting a pricing structure and model, reviewing the planning and scheduling of some features, or even modifying the entire storyline date and time.
We also introduced a few new bugs *ahem*, features I mean ;-), well nothing we won't be able to manage.
Sam has made outstanding progress on the code side compared to the little free time he had.
The Squad system is fully working and you can either select to fight AI or players, on the surroundings of towns. You are no able to loot opponents equipments and to propose it for trading in Marketplaces.
You are no more limited to the racing tracks, and it is time to elaborate new combat tactics.
On my side, a few things came in to slow me down seriously. I've been spending time on things I should have not too.
I also thought Sam would be longer on the coding side... damn it.
The world in Darkwind is expanding with the wilderness, an unfriendly place, you'll have to deal with, when travelling from town to town. You will certainly meet road pirates one day, or become on of them and ambush traders.
A reputation and fame system has been integrated to cover such things; attacking traders will reduce your reputation. Are you already feeling the darkside of the force?
Travels are going to be the next beta phase - as soon as I done enough maps and towns - and are handled through a very nice scrolling map, you can control from your web browser.
As a reminder, the game is managed through a web browser and the game client (TGE + TLK).
This blog was mainly intended to post screenshots...
Special thanks to Tim Aste for inspiring me on the overpass.
There is more in these screenshots than outdoor and terrain, can't you see the invisible AI nodes?
Highway to Hell


Interstate Mythos


Lost Oasis (edit: yes it is there! in the background, you can guess it)

Road to Elmsfield

Road to Somerset

Scattered Grounds


Edit: fixed wrong url tags
Edit2: added pics for Highway to Hell, Insterstate Mythos and Scattered Grounds.
Recent Blog Posts
| List: | 10/06/07 - Atmospheres... free skies :) 10/06/07 - Free, as in F.R.E.E :) 03/29/07 - Darkwind, development keeps going on 03/27/07 - The Community Magazine 02/15/07 - Some recent art for Darkwind: War on Wheels 01/22/07 - Darkwind: War on Wheels, January progress report 01/09/07 - Why indies should translate their games? 11/27/06 - Darkwind & me, evolution |
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Submit your own resources!| Nauris Krauze (Mar 29, 2007 at 14:24 GMT) |
| Sam Redfern (Mar 29, 2007 at 17:51 GMT) |


You can almost feel the powerslide in this one too ;)
| Stephan (viKKing) Bondier (Mar 29, 2007 at 18:59 GMT) |
For the last 2 (Scattered Grounds), this map is largely covered with a dense fog; a feature I was looking to add to the overall feeling of the map.
You are not supposed to look that far away, but a screenshot of that map closer without vehicles would be senseless.
Thanks for the feedback.
The red sand and dust are a visual effect that was decided for this part of the world.
I also noted pictures would look more red than they are on non LCD monitors.
| Stephan (viKKing) Bondier (Mar 29, 2007 at 20:02 GMT) |
Road to Gateway


Edited on Mar 29, 2007 20:02 GMT
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