RWR in Steam?

Hey there!

As some of you know, RWR is now in Steam Greenlight waiting for upvotes to get in Steam. Those who have already joined the beta and pre-purchased RWR will get an additional Steam key to activate RWR in Steam, if RWR gets greenlit. Start voting!

Also, after quite a break, I made a new trailer video showing what kind of game RWR is in general these days. The video is also being used in RWR’s entry in IGF 2013.

Wow, that’s a pleasant surprise. That must be the first Youtube RWR video thumbnail which actually has colors that make sense. :)

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RWR 0.73 is out

0.73 is now out with plenty of improvements! Most importantly, a trophy panel is now shown in the menu, where you can view your total stats and badges you’ve earned. The new winter map has been pretty much finalized now, mostly the end bases went through bigger changes.

Vehicle steering has been improved, the sliding mechanics work again a lot better, and APC with a 40mm machine gun has been added in the vehicle set. Besides the driver, the vehicle features a gunner seat and 6 seats at the back for transporting a squad. For now, the vehicle makes most impact for online gaming, as the AI still lacks the ability to drive or use vehicle weapons. That, however, will be my next top priority in features to add, I’m sure I’m gonna have fun implementing it!

A few AI bugs has been located and fixed, most notably the “deserter” bug where occasionally even a somewhat big squad of soldiers decided to leave out to the edge of the map and just stay there, disabling them from the battle – thanks to Ivan for the savegames to investigate this one. AI balancing settings have been again touched, in hopes of making the last base battles less time consuming.

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RWR for Linux coming along nicely

I’ve been working on porting the graphical side of RWR to Linux the past few days, and results are starting to surface now!

Ogre OpenGL renderer seems very functional, albeit all Cg shaders still fail to load as evident in the image above (outlines missing, shadows work only partially, etc..), likely just a configuration error on my end. I’ve also found few little somethings in the code that caused severe issues on Linux but surprisingly Windows didn’t mind those at all.

After I’m done with the graphics side, next up on the porting to-do is the sound system (made by Prodigium Game Studios for Floorball League, to be correct) using OpenAL. Again, it shouldn’t take more than a few full days to get the stuff in order, OpenAL is after all cross-platform and all.

I can’t say yet exactly when RWR for Linux is good to go for release, after audio I still need to check a fair amount of things and study a bunch of things about distributing Linux apps without sources. I’m fairly sure beta 0.73 will be out before that — 0.73 to be out next week by the way — but I promise to make haste.

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Beta 0.72 is out with a new map!

Hey there!

0.72 is out now, the highlight of the release being map4 – a cold snow filled winter map with a few fortified bases, camps and trenches! This map studies the subject of having the territories in mostly a linear formation, making it very easy to follow and suitable for player-vs-player action too.

Beside the usual bug fixes, weapon and AI balancing efforts, this version marks the point when player stats will be stored in a persistent way – you won’t see them yet (except in the log), 0.73 coming soon shall then reveal how well you had been doing once the trophy view has been implemented. See the full change log on the forum.

Also, achievement badges are starting to roll in now. A few badges have been added already — feedback whether you feel they are too hard / easy is always welcome!

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