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Pelorea: Tactical Wars news
Pelorea: Tactical Wars news
| Name: | Frank Bignone | ![]() |
|---|---|---|
| Date Posted: | Jan 30, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Frank Bignone |
Blog post
News
During the last week, Pelorea: Tactical War project tasks were mainly dedicated to art creation and also code generation. Indeed, some delays have been accumulated on the coding-side which force us to put more attention to that part. On the other hand, art generation process was quite steady and focus only on our first civilization: the Qanats.
Feature outlook
One feature that took us quite a time to put in place is the turn-by-turn combat system. The time spent was merely not because of technical constraints (with the nice exception of client / server synchronisation and also client 'pause' mode), but because of interaction tuning and also game rules coding: one combat turn is divided into multiples sequences where different actions can be triggered. One important point is that we are not working on fancy rendering / visual effect at the moment, with the exception of effects that are linked to game interaction. As an example the next series of screenshot shows the transition between marker unit formation and squad unit formation which is triggered when starting a combat on a specific location: this feature was put in place in order to give a visual feedback on squad health and force in place.

Art materials
As previously outlined our artist team lead bu WuBo is doing a tough and great job in order to produce models, animations and so on for a focus at the moment on the Qanat civilization. As you have certainly noticed from the rendered screenshot or previous model sketches, Qanat civilization is a little bit like a shamanic society with many mongol-like traits. One of their important trait also, is that they have mainly cavalry-like units due to their nomadic-like society. Next picture just shows a rendering of one of their mount.

Server
We have opened our current project server which will serve as a basis for user subscription, shpping of deck card and downloading of available demos / patches and so on. It is currently opened for beta-testing and if you want to give it a try you can go to server.pelorea.com. Please post any comments, bugs or others here support.indie-zone.com as it will help us to manage your remarks correctly.
Misc
The team is currently working hard to meet some of our internal / and also external deadlines. The next few weeks will be interesting as a major milestone should be reached. We are currently lacking some developper resource (i'm almost the only coder on the project), which has some bad effect on our schedule. We are still looking for a good AI coder with a knowledge of torque scripting and mechanism as he/she should be ready to work with not extensive management.
Future
So next milestone is to have or internal alpha testing soon. When our global code base will be finished, it will be time (problably middle of February) to re-iterate on it in order to polish it and start to add some fancy features in addition to the integration of different feedbacks that will be gathered along the test process. This is quite a challenging milestone, but without challenge life will be so boring ^_^
During the last week, Pelorea: Tactical War project tasks were mainly dedicated to art creation and also code generation. Indeed, some delays have been accumulated on the coding-side which force us to put more attention to that part. On the other hand, art generation process was quite steady and focus only on our first civilization: the Qanats.
Feature outlook
One feature that took us quite a time to put in place is the turn-by-turn combat system. The time spent was merely not because of technical constraints (with the nice exception of client / server synchronisation and also client 'pause' mode), but because of interaction tuning and also game rules coding: one combat turn is divided into multiples sequences where different actions can be triggered. One important point is that we are not working on fancy rendering / visual effect at the moment, with the exception of effects that are linked to game interaction. As an example the next series of screenshot shows the transition between marker unit formation and squad unit formation which is triggered when starting a combat on a specific location: this feature was put in place in order to give a visual feedback on squad health and force in place.
Art materials
As previously outlined our artist team lead bu WuBo is doing a tough and great job in order to produce models, animations and so on for a focus at the moment on the Qanat civilization. As you have certainly noticed from the rendered screenshot or previous model sketches, Qanat civilization is a little bit like a shamanic society with many mongol-like traits. One of their important trait also, is that they have mainly cavalry-like units due to their nomadic-like society. Next picture just shows a rendering of one of their mount.

Server
We have opened our current project server which will serve as a basis for user subscription, shpping of deck card and downloading of available demos / patches and so on. It is currently opened for beta-testing and if you want to give it a try you can go to server.pelorea.com. Please post any comments, bugs or others here support.indie-zone.com as it will help us to manage your remarks correctly.
Misc
The team is currently working hard to meet some of our internal / and also external deadlines. The next few weeks will be interesting as a major milestone should be reached. We are currently lacking some developper resource (i'm almost the only coder on the project), which has some bad effect on our schedule. We are still looking for a good AI coder with a knowledge of torque scripting and mechanism as he/she should be ready to work with not extensive management.
Future
So next milestone is to have or internal alpha testing soon. When our global code base will be finished, it will be time (problably middle of February) to re-iterate on it in order to polish it and start to add some fancy features in addition to the integration of different feedbacks that will be gathered along the test process. This is quite a challenging milestone, but without challenge life will be so boring ^_^
Recent Blog Posts
| List: | 07/31/08 - Pelorea: Tactical War 05/30/08 - Pelorea: Tactical War - Board Map System 05/03/08 - Pelorea: Tactical War Tutorials 04/30/08 - Pelorea: Tactical Wars news 03/31/08 - Pelorea: Tactical War news 02/29/08 - Pelorea: Tactical Wars news 01/30/08 - Pelorea: Tactical Wars news 12/30/07 - Pelorea: Tactical War news |
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