Tuesday, March 30, 2010

One little bit of roguelike, One hint of click-n-point, One tiny bit of trade and then time for some things completely different

I make heavy use of YouTube and would like to know if this is an issue. Are you unable to play back YT videos? Don't you like videos and prefer more screenshots and text? Comment at the post's bottom or email me! If you do have troubles with YT video viewing, perhaps TinyOgg might save you. :) [example]

Doryen Arena is a real-time arena roguelike-like.. You buy weapons, you select and use skills, you kill and then you die. The end. :)
Note: This video is sped up by approx. factor 3 for technical reasons and does not represent actual game speed. So-orry!

Pyromancer, by the same developer, looks more fun to me, but I have not had the chance to test it yet.

Both projects are visually rather impressive. Pretty lighting and fading and moving health numbers... Both use libtcod, which is a "fast, portable and uncomplicated API for roguelike developpers providing an advanced true color console, input, and lots of other utilities frequently used in roguelikes". Yet again by the same developer. If you find interest in such specialized libraries, librtxy, a retro vector games lib, might be interesting to you as well.

What you see above is an example of how scenery images are structured for the adventure "Beasts". According to the project's French-language wiki [EN translation] the project uses the proprietary American Girl Scouts engine.

I would be glad if someone offered to program the game using something more open, but it is great to have a good-looking adventure developed in a foss manner. The license is WTFPL.

Note: this video might spoil you the experience of exploring the game! Play it instead.

Spice Trade is a trade-travel-explore and live-a-life game with wonderful graphics and music. You take the role of a young Baghdad farmer and have a life to master. Agriculture and hard work, religion and cult, trade and travel: these are your means of progressing. Marriage, supernatural encounters, fame and money are to achieve but there is probably much more which I haven't noticed yet.

The game has a beautiful point-and-click adventure and management interface, multiple-choice dialog and map travel. Unfortunately, there are some interface issues. Often it is not clear how much you pay for a transaction. At the start you have to pay attention and not skip the first dialog (which cannot be re-shown in a game) to know what the starting options are.

Many actions, especially "work" and "sleep" are accompanied by an animation, that takes way too long. On the other hand these drawbacks enforce a calm game style and serve as punishment for boring game play. Explanation: It is most effective to work in the harbor, as you get very much silver/day, but the animation steals much real time. Farming on the other hand is hardly profitable, but the accompanying animation is very short. The conclusion is that both forms of gaining riches are boring and that instead the player should only use these forms of earning money to be able to engage in travel and trade. That is, only if you do not like the player character to have a slow and calm life of course.

There is also battle in the game (it plays a minor role) and battle is very quick, so the feel is 'right' - boring activities bore you, because you have to wait for animations to finish, dangerous action has no waiting time.

There is at least one dangerous bug in the game. I recommend you to save the game each time before you talk to the doctor. Under certain circumstances, choosing a specific dialog tree path will result in not being able to say anything or close the dialog. So save often. :)

I have trouble with the audio system of the game, my solution was to mute it and instead play the wonderful music using a media player.

Knights is a multiplayer (there is a singleplayer mode) 2D dungeon game, in which the players have to fulfill one of many possible quests. The default is: find three gems and leave the dungeon.

I have so far only tried the tutorial level and imagine it would be great fun to play against a human player. An AI enemy would be nice too. As far as I understand, there is no such thing as of now.

It has nice graphics, effective sounds, a impressive and simple but at first confusing user interface (press-hold direction keys to execute context-sensitive actions).

Also: the following command might save you some confusion: './knights -d knights_data/'. If you care about licenses, this thread reveals a little about the content's.

Qonk is a minimal invade-all-planets time-is-the-only-resource RTS. Last developer activity was nearly 1000 days ago but latest SVN is stable. Qonk is a beautiful time waster.

Cuby is a very pleasant-looking and -sounding puzzle game and it has nothing to do with lame rubik's cubes! Cuby uses the Raydium engine, which has a weird build system. This post will aid you in your quest of compiling it well, if compiling is required.

WARNING: MUSIC!
Dusted's Wizznic! was introduced at our forums. It is a nice small puzzle game, a clone of Puzznic for Gp2X Wiz, Linux and Win. Contributors should be able to add levels and themes easily.

If you like this game's visual or controls style, you have to check out Dusted's other games: SDL-Ball and OldSkoolGravityGame.

Ethanon is a quite amazing 2D (I repeat, 2D) game engine in development. No Linux version yet but porting will become a priority sooner or later. You can discuss the engine in this thread or on their google group.

Blockling is a puzzle game with cute pixel art gfx and retro sounds. "You are a young blockling who must stack blocks to reach the exit in successive levels!"

Monday, March 29, 2010

Week-Long Steam Sale: AI War and Zenith Remnant 50% Off!

If you or someone you know hasn't yet taken the plunge into AI War or
its first expansion, now's a great time to pick it up! Today is the
start of a week-long sale at Steam on both AI War: Fleet Command
and AI War: The
Zenith Remnant
.



If you're already an AI War player, and have been away for a while, be
sure to check out the latest official version, 3.060
(currently on Steam and all other partner platforms). The amount of
updates in that if you haven't played since 3.0
(the first version to support The Zenith Remnant) is pretty tremendous.
And if you haven't played since 2.0
(the first version released on Steam and Direct2Drive)... well, you're
in for a real treat.



Remember: all of the patches are always free for all customers of AI War
(whether you buy any current or future expansions or not), and between
our various updates there is a ton of player-requested free DLC content
in them. Now's the perfect time to grab up some friends and launch into
a new campaign -- or go it solo, if that's your style. AI War is an
ever-evolving game, and you'll need all your wits to best this AI!

Weaver: Magic FPS, OpenArena 0.8.5, Evidyon, Code Summers and web findings

Weaver

Weaver [introduction] is an objective-based ("invade checkpoints") team fps with a simple gesture sequence spell casting system. It uses the XreaL engine and is currently in an early development stage. Maps are under construction and a few spells are in place. Code is GPL-licensed, "Media will aim to use Creative Commons licenses."
Weaver concept art

Weaver's current spellcasting interface (Goethe's color wheel [1] ;) )

The level work I was able to witness is impressive. TRaK is the designer, which explains it.

Strolling in bow_block of Weaver - http://www.youtube.com/watch?v=Bh5NQ1iT3Gg

Weaver's introduction includes a simple game design document. Compilation instructions are located here, communication happens over forum and IRC.

OpenArena 0.8.5

OpenArena has a new website look and a new patch release. It provides new or improved weapon effects, player skins, menu UI (video, compare to old), icons...
OA 0.8.1 icons

OA 0.8.5 icons

...and maps. For example:
OA 0.8.5 Botmatch DM on am_underworks2 - http://www.youtube.com/watch?v=mIrzGKL3zcg

Even though OpenArena is supposed to be a freely licensed Quake3 clone (with an anime theme) it also adds new weapons and game modes. I recently tested some of them, for example the Overload game mode, in which you have to destroy the enemy's base crystal:
OA 0.8.5 Overload on ps9ctf - http://www.youtube.com/watch?v=g1Cpfldgsso

Evidyon

The Evidyon MMORPG's developer expressed their interest for making the game run on Linux and finds it to be relatively simple task. More info in this thread.

Don't have much to add to that. I'm glad to hear that it's possible and I hope that somebody will want to take such a programming job. Here's the latest gameplay video of the game to make completing this task more desirable: :)

Evidyon Town Guards - http://www.youtube.com/watch?v=DpWcCH6Td0Q

Google and Ruby Summers of Code

Battle for Wesnoth, Blender, Crystal Space, FreedroidRPG, Thousand Parsec, Tux4Kids and WorldForge take part in GoogleStudentsOpenCash.

EDIT: I was just informed, that NeL will share WorldForge's GSoC permission.

By accident (I wanted to get on the Rigs of Rods IRC channel but found myself on a ruby one) I discovered the existence of the RubyStudentsOpenCash. Any FOSS game projects besides Rubygame that could benefit from this? :)

And.. some websites


Blendswap, the new blender file sharing site will probably use CC0, BY and BY-SA as available licenses [2] and that makes me glad..



I discovered SampleSwap (via this post), which has a CC-licensed music category. It is impossible to filter by license (non-free CC flavors are supported), but at least it is easy to identify it, if you care about the terms. It uses yahoo's handy proprietary flash audio player and lists individual tracks instead of the ancient album-model that Jamendo chose. This makes it much nicer to browse for me.


Last bit of info: GameBoom is a site that wants to bring foss games to the people. It tries to do so not by covering only foss games but by allowing gratis games, while promoting the free as in freedom ones.

They are looking for bloggers/game reviewers, so if you are not on a strict foss diet, maybe there's a game you would like to introduce over there? Always remember though, that guest posts are welcome on this blog as well. ;) Just contact us via forum, irc or email (I'm sure you'll be able to find the links up there :) ).

EDIT: Remember GameJolt, another games-thing, where open source games are given attention.

Sunday, March 28, 2010

SCOURGE2: first steps

SCOURGE2 development has started. It uses jME and LWJGL. Easy portability is the promise (low-level-of-detail SCOURGE2 version on Android anyone?).

All you can do in the latest Subversion revision is walk around on an island:
SCOURGE2 early alpha - http://www.youtube.com/watch?v=3go1axCwCoI

One great thing about SCOURGE2: it's not called S.C.O.U.R.G.E.2! ;)

I took this opportunity to record some S.C.O.U.R.G.E. gameplay. The first fight starts at ⅔ of the video.
Scourge gameplay (downloadable if you login on Viddler.)

I like the game very much: many items, many fights, not too hard, leveling, skills and missions. I did not progress far, but as far as I got it appeared to be a solid slash-and-hack RPG!

At my first attempts of playing the game I was confused by having a vast amount of hire-able NPCs and items lying around in the game start area and I had troubles finding out how to get started with the action (get a mission and bash some monsters), so there is a slight entry hurdle.

Another problem is that the mouse-to-game-objects interaction of S.C.O.U.R.G.E. is very sludgy: I find it hard to aim at items and enemies, often I'm not sure if my next click will cause my character to move or to attack, often the cursor is above an object but the object is not highlighted. Camera control is also a bit painful, the rotation speed is overly sensitive and in battle, the camera jumps instantly to active characters instead of a quick but smooth sliding camera movement. I of course hope that transporting content and gameplay to the new engine will be trivial and that the new engine will bring smooth controls.

To those more experienced with the game: how far did you get in the storyline? How far *can* you progress?

Saturday, March 27, 2010

Xonotic - Nexuiz the Free

The first piece of news is that console Nexuiz will be re-written from scratch, because some coders decided against giving permission for a proprietary port (Slashdot , interview). This means no code contributions to Nexuiz.

Secondly, Nexuiz has been forked under the name Xonotic. Because philosophy, because management, because change.

I can't complain! Git repository instead of Subversion, no more tikiwiki (I hope) finally a feed for news (has been added to our Planet)! Open management and content enhancements are on the list of plans and promises, perhaps a little too much even, which led to the creation of a critical thread on our forums.

I have had the pleasure to test the warpzone/visible-portal feature (which is available in Nexuiz' SVN as well):


youtube-dl: http://www.youtube.com/watch?v=qb4zk-31sVU

Currently, instructions to get Xonotic (using git) are here. Compilation is easy and right now the game starts using "./all run -nexuiz".

If you want to get involved, get on their forums and/or get on their IRC! The website is still in development, a public wiki is in the works.

So what do you think about the fork? I understand the "divided we are weaker" point, but console Nexuiz has caused much confusion and a new project (Xonotic) seems like a clear cut and new hope™. Also.. "Xonotic" sounds slightly better than "Nexuiz" in my most humble ears. :)

Wednesday, March 24, 2010

Indie Game News: Exclusive Screenshots: Tidalis now on Unity3D

Over at Indie Game News,
where Arcen's Chris Park is a contributing writer, we've revealed a new
screenshot of our upcoming puzzle game Tidalis, along with major news:
Arcen is going cross-platform with a move to Unity 3D. It is not yet
certain whether or not that will affect AI War down the road, but for
the moment AI War is staying with its existing platform. More details in
the article
.

Saturday, March 20, 2010

zOMG! – flash MMO

Site: http://www.gaiaonline.com/games/zomg/
zOMG! is a combat MMO by Gaia Interactive. At first sight the game is quite entertaining for a browser based, flash MMO.

I haven’t played much today but my first impressions are very good.
The game seems to have enough depth and the gameplay isn’t boring. There are a lot of quests and an interesting story behind them. I’ll spent some more time playing and maybe tomorrow I’ll write a real review.



Thursday, March 18, 2010

Tribal Trouble 2 – browser-based MMORTS

Site: http://www.tribaltrouble2.com/

Do you want to be a Viking? Do you want to govern a tribe and lead an adventurer’s life?



Tribal Trouble 2 is a real time strategy game with cool Vikings Theme. The game has several bad points but overall it is a fun and relaxing experience. I didn’t like the fact that most of the important upgrades need players to spend real money. Too much of them, I think.
Don’t get me wrong, Tribal Trouble 2 s a cool game with many nice features.

How Nexuiz did not become proprietary or: "Silly names in Games"

Some company will use LordHavoc's DarkPlaces engine (DPE) to publish a game on some game console(s). The development team includes "a number of Nexuiz developers, and previous Quake1 community developers". Nexuiz is a (or rather "the") FOSS FPS that uses DPE.

As far as I can tell, no assets of Nexuiz will be used. On the other hand, the soundtrack playing on the console-DPE-game homepage sounds like a remix of a Nexuiz track. I will just assume that the composer agreed to this and that the same might happen to other high-quality Nexuiz content and that it will all be legal. Lee Vermeulen (Nexuiz' lead developer) is no license-n00b after all. Also, the console game will be using Nexuiz' gameplay, which I assume means "game modes", "movement/physics" and "weapon functions/balancing".

There is one problem though: this console game has the name "Nexuiz" (please call it "console Nexuiz") and its homepage is nexuiz.com.

Why did the developers have to pass the name? Heck I don't know. Perhaps they thought every Nexuix player with a console would want to buy console Nexuiz if they gave it that name. Perhaps they wanted to use the resulting confusion to make the name known. Perhaps they just couldn't come up with a good name (very common problem you know). I can very well imagine that it will only be a development name and that the release version will be called something like Nexuiz: Frag of the Unknown. or maybe there won't be any "Nexuiz" in the final version of console Nexuiz.

Here is Vermeulen's news post about console Nexuiz (did you know that every news page that has no atom/rss feed sucks?). The essence of the post is this:
  1. Nexuiz development will continue
  2. Console Nexuiz' assets will not be open source
  3. Console Nexuiz' code improvements will be open source
  4. Nexuiz' developers ("Alientrap") will receive royalties if console Nexuiz creates profit. It is not yet clear who will get what percentage but Alientrap intends to be transparent about it.
Here is the announcement by the company behind the console Nexuiz and a long discussion. (The company's name is illfonic, but that hardly matters.)
Here is a blog post that provides much more information about console Nexuiz.

No more console Nexuiz talk below this line.

I noticed a nice feature of the Nexuiz 2.5.2 release announcement:
Some of the biggest changes are:
  • New gamemode: CTS (get from A to B). With map "CyberParcour01" by sev, and a nexrun map "Piece o' cake" by FruitieX
  • Aggressor and stormkeep retextured by FruitieX
  • Tutorial map by FruitieX
  • TraK4-mit and TraK5 texturepacks by TraK
  • New HUD by FruitieX and -z-
  • New Scoreboard style by terencehill
  • Weapon accuracy statistics by Dib (ALT key by default)
  • Rocket guidance by holding down the primary fire button (seeker removed)
  • Level Of Detail on all playermodels
  • Video settings only show the allowed resolutions reported by your OS
  • (not availible in AGL)
  • Motion blur and damage blur by Samual
Did you notice it? I'm talking about the names behind each feature item. It makes new versions so much more personal. Well, a little bit. What I really would like to have as attribution/credits features is having a game mode where author name, license name and optional short description flow above each asset in a map while playing it.. I know, crazy talk.. Or something like Half-Life 2's developer's commentary?... ah, a man can dream..

Ok, back to Nexuiz. "Tutorial map"? Well! This can only be disappointing, right? :D *watches video*

Well, that wasn't too bad! Even a bit entertaining! I was expecting some text-only hour-long explanation how to press the arrow keys for movement. Yay for voice acting! Yay for expecting player to know the basics! Yay Nexuiz tutorial!

One could enhance the tutorial by making audio tracks skip, when the player has succeeded in reaching the goal described in the current audio track. Also I'm curious what kind of sarcastic comments will result from death/suicide/failure (if at all possible).

Monday, March 15, 2010

First PARPG Techdemo

PARPG ("Post-Apocalyptic Role Playing Game") Techdemo 1 is out:
You can walk around, talk to other characters, change to different (placeholder) maps, listen to background audio tracks and play around with the settings.
There is a little more: container items and basic inventory functions work as well. Battle, quests, character development and interactive map objects (locks and traps?) are what is missing from allowing to implement a loaded rpg.

Another piece of news is that the project manager, barra, is leaving his position. The best place to discuss PARPG's management's future is their IRC. You can also read more about barra's stepping down in this IndieRPGs article or this PARPG announcement.

Of course the project is seeking a new manager to take over the management tasks. We shall hope for a brave and experienced sir or lady to claim that throne. (Did I mention that the decision-making process is rather democratic in PARPG?)

The developers are restless of course and are working on the plan for the next tech demo! Read this proposal of features and participate in its discussion!




Yet another piece of news: you can now listen to all game audio tracks on this page. (So far only one has been featured in gameplay videos). My current favorite is Timong's "Depths 1":

Sunday, March 14, 2010

Atlantica Online – turn-based, strategic 3D MMORPG?!



Atlantica Online is a turn-based, free-to-play, 3D MMORPG game by NDOORS. It is a fantasy game but the game map represents the real world with some real places.
The game features beautiful, high-quality graphics, cool music and fascinating story line.








Classes
Atlantica Online has nine available classes:
  • Sword character – his strong points are defense and vitality
  • Spear character – he can hit two enemies at once
  • Axe character – he is the character with greatest physical strength. He can attack three enemies simultaneously.
  • Gun character – long range attacker who can attack three enemies at once if they are in a straight line.
  • Bow character – character with low vitality and high evasion, who can attack enemies from the back row.
  • Cannon character – he attacks up to five enemies in a cross pattern. This character has much vitality but relatively low action powers.
  • Staff character – with low vitality and defense, the staff character is a magic attacker who can also support allies with recovery spells.
  • Maniac – he can attack an entire row at once. This character can be creating only if a player has a 100+ character.
  • Musician – this character can attack two enemies in a line. Musicians have DoD(Damage over Time) magic.

Mercenaries
Players do not fight alone like in the typical MMORPG genre, in Atlantica Online players are accompanied by mercenaries who fight alongside. New players obtain their first two mercenaries during the tutorial section of the game. There are several different mercenary types, each with its own strong points and unique style.

Battles
Cool turn based MMORPGs are relatively rare but Atlantica sure is one of them. The battle occurs in a separate world, the both parties are transferred there – it is a feature similar to Final Fantasy battlefields. Tactics plays great role here as the positioning of the character and the mercenaries is important for the final result of the battle.
The game offers PVP battles in different forms, guilds can even wage wars. The wars actually consist of pvp battles of max 3x3 players.

Site: http://atlantica.ndoorsgames.com/

Trailers:






Monday, March 8, 2010

Gekkeiju Online

Gekkeiju Online is a fantasy themed, 3D MMORPG with cute anime-styled graphics. The game needs a little more polishing but even now it is awesome and fun.
Gekkeiju Online offers nine playable races:
  • Humans
  • Elves
  • Wild Elves
  • Dark Elves
  • Halflings
  • Dwarves
  • Half-giants
  • Goblins
  • Catfolk

The game has five character classes – warrior, magic user, commoner, divine artist and dark artist. The character development is a little strange – I haven’t met similar system in any other MMO game.
Also levels aren’t obtained automatically but players need to purchase their next level from a training NPC with the collected experience. For the first ten levels your character will learn its skills and spells as it advances. After level 10 you will need to join a guild.

Website: http://www.gekkeijuonline.com/

Thursday, March 4, 2010

Announcing... The Indie Strategy Bundle!

Indie developers Arcen
Games
, Cryptic
Comet
, and Positech
Games
have joined forces to bring strategy fans the ultimate
bundle: Gratuitous Space Battles + The Tribe Expansion, Solium Infernum,
and AI War + The Zenith Remnant Expansion. This weekend only, the
three companies are offering this special package for a mere $49.99
(for the math impaired, it would normally be $90).



"It’s a jungle out there for a lone indie dev: tired, hungry, low on
ammunition and surrounded on all sides by AAA monsters and flesh eating
zombies, and that’s why I want Cliff and Chris on my side," says Vic
Davis, founder of Cryptic Comet. "I think all three of us share the
desire to prove that the little guys can really create some unique
games. It’s our business... and business is good."



"If we were larger companies, and profit-focused, I think we’d view
each other as the enemy," says Chris Park, founder of Arcen Games. "But
as tiny indies, that’s just not productive -- time has already shown
that there are plenty of fans to go around. We're here to make
innovative games, not corner markets. There’s a lot more for us to gain
by working together instead of by being antagonistic."



"I can't think of three games that go together better, or which appeal
to a more distinct group of gamers, than these three,” says Cliff
Harris, founder of Positech Games. “The reason for this bundle is
clear. We are like the Judean People’s Front from Monty Python. We need
to unite against the common enemy, and that enemy is obscurity, not
each other."



Each game in the bundle is a fan favorite, having carved out a unique
niche in the strategy genre. Inspired by Milton’s Paradise Lost, Solium Infernum is a turn-based strategy game that
pits you against other players as you use diplomacy, deceit and force to
claim the Infernal Thrones of Hell. Gratuitous
Space Battles
turns real time strategy on its head, making the
deployment phase of battle into the game itself. AI
War
is built around a completely unique AI concept, with gameplay
best described as grand strategic 4X tower defense RTS (say that five
times fast).



Suffice it to say that none of these concepts would have seen the light
of day at larger companies, but each expands the genre in novel ways
that will likely influence more mainstream strategy titles to come.
But most of all, if you’re into strategy these games are fun (and
they scratch that special itch in the brains of grognards). The Indie
Strategy Bundle is designed to help strategy fans support the
originals, while giving themselves a treat if they haven’t yet played
these genre-bending gems!



This bundle will be available from March 4th until March 9th, 2010 at IndieStrategyGames.com

Tuesday, March 2, 2010

FlightGear eyecandy release (2.0)

The flight simulator FlightGear now has pretty clouds and lighting. I have not had the chance of giving the new release a try, so I decided to create a little gallery of the best-looking shots from the 2.0 gallery.






Looks neat. But following video looks even better!

(youtube-dl link: http://www.youtube.com/watch?v=k4oMOFnD6bw )

Monday, March 1, 2010

AI War 3.060 Released!



Since January, Arcen’s focus has shifted from large-scale development
of AI War to our other upcoming titles -- with AI War, our intent had
been to simply maintain and refine the existing game, while adding a
handful of exciting new features every month as free DLC.  As you may
imagine, therefore, we were quite surprised to realize that this new
version, 3.060, is the largest monthly update we’ve ever done.





There aren’t many huge single features here aside from the new Riot
Control Starships (which introduce modular ship design to the game).
 However, the number of small refinements are just staggering (the
release notes are over 10,000 words), and we’ve made a number of
significant performance improvements, too.



Here’s the list of
particularly notable features out of the hundreds of changes:



- Simple Formation movement, as well as arc-movement.

- New, modular, riot control starships.

- Many various performance improvements.

- Manufactories now auto-manage themselves by default.

- Transports are now extremely more useful.

- Astro Trains are now much less fearsome.

- Cleanup drones can now remove mines (even perma-mines).

- Gate-raiding is now cheaper in terms of AI Progress.

- Hit chance logic is slightly simplified to avoid player confusion.

- New screenshot key (F12).

- Control nodes and rally points now knowledge-free.

- Option for historical autosaves.

- Dozens and dozens of balance tweaks.

- Other various bugfixes and small changes.





A big part of the reason for the impressiveness of this update is Keith
LaMothe, Arcen’s new part-time programmer, who joined the team in
January.  Keith is tasked with keeping AI War growing and improving
while Chris Park, AI War’s lead designer and (previously sole)
programmer is working on Arcen’s other upcoming titles.  Of course,
Chris still plays AI War several hours per week and so can’t help but
make some weekly changes to the game himself, and is still very much
involved in Arcen’s ever-growing forum community, and overall design of
AI War.





Arcen is quite pleased to see that AI War’s playerbase continues to grow
so steadily ten months after the base game’s initial release -- we’ve
seen a 300% increase in total customers since AI War 2.0 -- and in turn
we’re making the continual refinement and feature-growth of the game an
ongoing priority beyond the smaller monthly DLC releases that had been
planned.  A second paid expansion for the game is also still planned for
late this year.





Next month’s free DLC will include more player-requested changes, as
well as our first work on new endgame scenarios and auto-created
epilogues, both of which should really take the late stages of the game
to new heights.





New to the game?  You can download
a trial version
of the game, or purchase a license key to
unlock the full version.  If you already have the game or demo
installed, just use the “Updates” button inside the game to get the
latest patch.  For complete release notes, please see the “Updates”
button inside the game, or visit the Arcen forums.




Files:
- The official installer can be found via one of
our mirrors
.
- The raw full files of 3.060 in a zip can be found
here: http://www.arcengames.com/share/AIWar3060Full.zip
-
The manual patch of 3.0 to 3.060 can be downloaded from here: http://www.arcengames.com/share/AIWar3060Patch.zip


 


Full release notes

Choosing A Network Library in C#


ABSTRACT
Chris Park recounts
his experiences with setting up networking in AI War, and how and why a
solution like the Lidgren Network Library became the obvious choice past
a certain point.

Choosing A Network Library in C#

Fanboyism And The Cycle Of Perceived Inferiority


ABSTRACT
Chris Park takes a
look at "fanboyism" and the ways in which people tend to incorrectly
view "fame."  His contention is that people, as a whole, tend to think
that others are more famous than they really are, and that this sort of
belief can cause a variety of problems all around.

Fanboyism And The Cycle Of Perceived Inferiority

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