Post by A numericalPrime A on Mar 9, 2012 23:01:10 GMT -6
DNews: Making Dot Wars [Part 2: Introduction]
Welcome back to your favorite weekly development blog:
DNews: Making Dot Wars
I can’t wait to spam you with that title another 26 times. Anyway, it’s me again, Daniel. Sorry, about, commas,,,,,,,
Now that you have learned where Dot Wars has come from, it is time that you begin to learn where it is now. If you remember back to Dot Wars: Assassins, the control scheme and overall feel of the game was very static. It depended on the constant input of a player to operate. We thought that the game could do much better, so we sought out to make it so.
The first attempt to make this work was the Dot Wars II Multiplayer Beta. I’m sure you heard of it. Of the many changes that we made for DWII, the most notable might have been the inclusion of primitive AI. I’m not ashamed to say that this style of AI was clearly inspired by games like Star Wars: Battlefront… mostly because it was. Anyway, this AI let the player have more freedom in gameplay because he/she no longer had to babysit their lesser Dots.
So, by now you may be wondering: why is the current project called “Dot Wars” instead of “Dot Wars II”?
…
Go ask your mother.
Gameplay
Now that it has AIs, Dot Wars becomes a whole different game altogether. You could call it a variety of things, but we here at Emberware think it fits pretty snuggly into the growing category of MOBA-esque. The player only controls part of the battle, and has limited influence on the outcome. Now, don’t automatically assume that this influence is too small to be fun; the player is a very competent and powerful force.
I keep using the word “player” as if you should know what I am saying.
Meet the Commander. The Commander is the extension of you into the world of Dot Wars. He/she can fire guns for you, throw grenades for you, and complete objectives for you. For now, that is all you need to know. Commanders will be better explained later.
Art
The art style of DW:A comes back with a vengeance. And by that I mean we had real artists do it this time.
The game still has that retro feel to it, but now we are in full 720p HD graphics! With that we get more pixels for making things looks pretty. I think that pictures can speak louder than words, so here we go:
Introduced, eh?
This is only the beginning of what you get to see from the game. In fact, you should be able to get a little dose of Dot Wars for another two months or so. Next week, we will begin to show you what each of the Dots are and how they are going to help make your gameplay experience… well, let’s just say, “interesting.” After that, we will talk about the cool maps that we have been working on, followed by the game-types that are played on them.
Till next week…
Stay classy… San Diego?
Welcome back to your favorite weekly development blog:
DNews: Making Dot Wars
I can’t wait to spam you with that title another 26 times. Anyway, it’s me again, Daniel. Sorry, about, commas,,,,,,,
Now that you have learned where Dot Wars has come from, it is time that you begin to learn where it is now. If you remember back to Dot Wars: Assassins, the control scheme and overall feel of the game was very static. It depended on the constant input of a player to operate. We thought that the game could do much better, so we sought out to make it so.
The first attempt to make this work was the Dot Wars II Multiplayer Beta. I’m sure you heard of it. Of the many changes that we made for DWII, the most notable might have been the inclusion of primitive AI. I’m not ashamed to say that this style of AI was clearly inspired by games like Star Wars: Battlefront… mostly because it was. Anyway, this AI let the player have more freedom in gameplay because he/she no longer had to babysit their lesser Dots.
So, by now you may be wondering: why is the current project called “Dot Wars” instead of “Dot Wars II”?
…
Go ask your mother.
Gameplay
Now that it has AIs, Dot Wars becomes a whole different game altogether. You could call it a variety of things, but we here at Emberware think it fits pretty snuggly into the growing category of MOBA-esque. The player only controls part of the battle, and has limited influence on the outcome. Now, don’t automatically assume that this influence is too small to be fun; the player is a very competent and powerful force.
I keep using the word “player” as if you should know what I am saying.
Meet the Commander. The Commander is the extension of you into the world of Dot Wars. He/she can fire guns for you, throw grenades for you, and complete objectives for you. For now, that is all you need to know. Commanders will be better explained later.
Art
The art style of DW:A comes back with a vengeance. And by that I mean we had real artists do it this time.
The game still has that retro feel to it, but now we are in full 720p HD graphics! With that we get more pixels for making things looks pretty. I think that pictures can speak louder than words, so here we go:
Introduced, eh?
This is only the beginning of what you get to see from the game. In fact, you should be able to get a little dose of Dot Wars for another two months or so. Next week, we will begin to show you what each of the Dots are and how they are going to help make your gameplay experience… well, let’s just say, “interesting.” After that, we will talk about the cool maps that we have been working on, followed by the game-types that are played on them.
Till next week…
Stay classy… San Diego?