Updating the blog is hard!. So here’s a bunch of small updates, because we have A LOT of loose files going around, specially images that we can’t really place in a full blown, dignified blog post, but that will give our fanbase (our moms?) something to check.
Because there’s nothing worst than an indie studio that doesnt update often.
We have decided to showcase some of the music that will be included in Cairn. When we started talking about which way to go with the music, lots of different ideas and concepts were brought up. We wanted the music to have the epic and catchy elements of a soundtracks like Warcraft 2, but we also wanted it to have a more aggressive, militaristic, feeling like Command and Conquer.
After some arguing, brain storming and a few sound tests we decided to go for an orchestral score with a heavy dose of metal guitar. Here are a few tracks and I hope you enjoy them!
Hey everyone, Petunio here. After months of grueling work we are finally able to present our first 5 sprites for the game!. These are from left to right: Bloodarcher, Knight, Scrapper, Fighter and Magician.
Hey, Petunio here. We have around 70 pieces of concept art so far that we have been very lazy about showing in the website, so we better get cracking here.This is a follow-up from the previous Concept Art Extravaganza.
After working up the Praetorian concept I had 4 more units to do before I began to work solely on Cairn. The following concepts deal with the following units: the Flame Deux, the Pyro, the Stag and the Bolter.
I think a lot about what I want out of a combat system in my RTS games. I love hard counters, but I feel most games use them incorrectly. A rock should smash the scissors, but that rock should see some scratches along the way.
Our system has four types of normal damage. They are Cut, Bash, Stab, and Wreck. Depending on what type of armor they are attacking they can get a damage bonus of up to 50%, making it very important to pay attention to your offense and defense.
We have three types of armor. They are Light, Heavy, and Construct. I didn’t want to focus on what exactly a unit is wearing, so instead we focus on easy to see and understand. Characters are designed with the idea of no middle grounds so it’s easy to know their armor type at first glance.
The balance between the damages and the armors are split up on usefulness. If something is very good against one type it gets nothing against others, but some weapon types are useful against multiple types.
Armor VS Weapons—–Light—Heavy—Construct
These bonuses are simple, clear cut and consistent. So the major rules are as follows:
Cut up the light armor
Bash the thick armors
Stab the living units
Wreck the buildings and Gears
Oh, but you don’t know what Gears are yet… Maybe next week… Until then here is some old video footage of combat.
Praetorians are the most respected of leaders in all the Thermocrat army. Given command of state of the art equipment they are held to a very high standard and many collapse under the pressures of their responsibility.
White hot flames burst from crevices of their Lorica armor, few opponents can handle the immense amount of heat pouring from a Praetorian. Their short swords licked by alchemical fires possess the ability to slash and burn through any enemy troops.
So this is our first behavior engine release. Any RTS has to have some dynamic AI that acts and reacts to opponent actions. This is our take on these actions.
You’ll notice that I talk about moods for each unit, this is scratching the surface of our “Stance” system. Each troop of units has 6 different stances they can activate, each stance offers different behavior logic and different stat bonuses.
Guard & Hold Position will offer an armor bonuses which is good against Normal Attacks.
Attack & Rampage will offer bonuses to all types of damage.
I have been working on recovering from a technical mishap where I deleted a large chunk of the source code while trying to integrate with our new path finding solution. Other than that work is now moving forward again. Unity 3.5 pathfinding is being integrated with our selection, formations and basic game objects.
Cranking out some great concept art and working on some sprite tests.
Just want to give everyone an update on were we are on releasing something for you to play.
I’m getting my ass kicked by the combat engine. If models aren’t ignoring terrain and floating from elevations down, then they are moving to locations where the enemy was, instead of following him as they try to attack.
I also still don’t have unit steering implemented and our Unity release hasn’t happened which would fix this.
A real update will probably come next week, but right now I’m too busy fighting with this code, finishing up work at the Full Time gig, and getting things sorted for the Holiday.