Friday, March 19, 2010

Defense Grid The Awakening-HI2U



Defense Grid: The Awakening is a unique spin on tower defense gameplay that will appeal to players of all skill levels. A horde of enemies is invading, and it’s up to the player to stop them by strategically building fortification towers around their base. Beautiful environments, spectacular effects, and a dynamic, engaging soundtrack bring the world to life. The controls are intuitive and the gameplay is deep — the special attacks and properties of each tower work together to provide many ways to succeed.



Features:

  • High Replayability There are approximately 8 hours of gameplay in the main storyline, and many hours of play in challenge modes that give players unique starting conditions and objectives. Each game level is very replayable, and can be solved in many different ways, with increasing rewards for improved efficiency.
  • Wide Variety of Enemies Over the course of the game, players battle 15 different enemy types that become increasingly stronger, and employ a variety of strategies in an attempt to bypass the player’s defenses. As the levels progress, the enemies become tougher and more difficult to defeat.
  • 20 Unique Levels Defense Grid: The Awakening has 20 unique environments, each with a different placement of roads, tower build locations, and open areas to plan a strategy around.
  • Numerous Tower Options and Upgrades There are 10 different tower types with 3 levels of capability each. Each tower has unique trade offs that affect ideal placement, such as line-of-sight attack or ballistic trajectory fire. Some towers improve other nearby towers, and some are ideal at specific locations, such as a rear guard tower that unleashes a devastating attack.


Download

Part 1
| Part 2 | Part 3

No Pass!!!

Alice in Wonderland v1.0.1.5-TE



Explore a new world as you meet your favorite characters, and hunt for clues to free Alice and decide the fate of Wonderland! An abandoned house holds the key to the secrets of Wonderland! Hidden Objects and tantalizing puzzles abound as you journey beyond imagination. Meet the Mad Hatter, Cheshire Cat and many others as you try to save the day in Alice in Wonderland!

Download

No Pass!!!
Link Interchangeable!!!

Thursday, March 18, 2010

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":

 
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