Beta 0.79 is out

Hey there!

0.79 is out now with focus on improvements in the AI behavior. We’ve got some patrolling going on in the non-alerted bases, walking, crouching and moving on prone affects how detectable soldiers are to AI and there’s a new designated role for one AI soldier to drive the faction’s comms truck in Vaaleakoski map. Check out the full change log.

Destroying the comms truck has a fancy result: the extra information in the map goes dark, intel about vehicles and soldier counts doesn’t get delivered anymore and the commanding AI becomes seriously defective. Should make a powerful way to get a temporary boost on the main attack!

There’s another get-together match coming up next Sunday, this time it’s got a theme. Will be fun to get to try the effect of having comms trucks around in multiplayer then for real! :)

See you on the battlefield!

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Beta 0.78 is out

Hey there!

It’s time for an update! Beta 0.78 improves performance again, for some it brings it back from a slight dip in 0.77 and hopefully goes beyond what it used to be. Most other improvements are related to extending the item support for new weapons and other items coming in the future, yet APC HMG projectiles now feature a small blast capable of damaging other vehicles, and rockets fly off with propulsion effects.

The online server side has the most significant updates this time. The “server player” is finally gone now, live map changes are supported, and at least the modulaatio1-3 servers will be utilizing a metagame script to rotate through the maps in random order.

Being a script, it means the server admin can define the logic for selecting maps and settings based on the outcome of a map battle reported by the server. This area will be extended in the following versions a lot while the work for the online campaign “mode” continues.

See the full change log here.

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Beta 0.77 released!

Hey there!

The year’s off to a great start now, we’ve got RWR 0.77 out with a nice set of improvements! We’ve got the style revamp in with a refined palette, thicker grass, terrain layer outline details, selective wall texturing as I like to call it, slightly shaded character models and much better looking water. The rendering techniques went through a slew of optimizations that make the game utilize GPU’s better, but we’ve still got plenty of those and CPU side improvements coming over the following releases.

On the gameplay side we’ve got diving, spawn point selection through map, hand brakes for vehicles – also makes AI to ignore them, great for preventing your fellows from stealing your carefully placed spawn point truck – and the usual balance tweaks.

Insular Complex, the PvP map, is taking a break this release, we need to work on it a bit to make it suitable for AI too. A completely new map is also in the making and it’s looking refreshing indeed!

It’s going to be exciting to see what kind of changes we’ll see in RWR this year. While the single battles the game is built around are great, we are heading towards a system that will allow playing a longer campaign spanning several map battles in an epic war, and we want to do this also in an online setting. This will of course need a lot of new maps, glad we got plenty of improvements on the map making process already, but we’ve got lot of ideas about other features to add that such a campaign mode would greatly benefit from.

On another note, RWR made it to PCGamer’s list of 25 games to vote in Steam Greenlight, check it out! Don’t forget to vote!

Also, should you be interested in the AI tech in RWR, tune in for the interview at AiGameDev.com the coming Sunday. I’ll be chatting about what kind of things the AI has been eating lately.

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Beta 0.76 is out with Linux support!

Hey there!

Purchasing RWR in Desura will now get you access to both Windows and Linux releases. If the Desura client version is not yet available, please use the standalone package available on Desura website instead for the time being!

Beta 0.76 mostly concentrates on revamping the resource system, with support for multiple uniforms, map-specific factions and weapons. The actual content work has already gotten to start with the winter map featuring soldiers with ushankas and winter jackets and in the summer some soldiers prefer to have their sleeves rolled up. Expecting more uniform variations coming in the following weeks.

Other than that, map2 has gone through a big renewal with new details and weapons have been slightly altered for better balance; check out the full change log. Next we’ll start working on a new map and certain sabotage targets you can go take out using stealth to hinder the enemy performance!

Also, thanks to all of you who voted us in the IndieDB Indie Of The Year 2012! RWR made it to phase 2, which means it’s in top 100, and the voting is still on:

Indie of the Year Awards

Click on the image above, click TOP 100 OF 2012 / VOTE FOR THIS GAME, and you’ll find RWR at the bottom of the alphabetical list in TACTICAL SHOOTER category. Thanks for your votes!

And of course, Steam Greenlight too:

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