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  • == To be categorised (game concepts) == Basic game concepts
    715 bytes (85 words) - 19:49, 1 February 2015

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  • ...lly improves... performance, multiplayer correctness, how easy or hard the game is to code to, etc. ...all of the things that we need to, for maximum long-term enjoyment of the game. This also meant getting multiplayer almost, but not quite, out of beta.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...eat Refactor -- was undertaken. That aimed to restructure the code of the game to really get rid of a TON of annoying things and things that slowed down t Our second expansion for the game, Zenith Onslaught, also came out during this period. Badger did his parts
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...t wound up taking over four months and touching almost every aspect of the game. A more detailed writeup can be viewed [https://store.steampowered.com/new * The Fallen Spire campaign now has real lore in the game, displayed via the Journal
    563 KB (96,029 words) - 12:31, 14 April 2021
  • * Plus, we had at least 15 major revisions to existing mechanics in the game. ...cluded a complete overhaul of the GUI, the HUD, and the entire look of the game.
    363 KB (62,010 words) - 19:50, 1 February 2015
  • ...from small mistakes is also increasing, so you really have to be on your a game, and something that was just tedious instead becomes tense. ...various policies wasn't properly setup until the first month or so of the game had passed.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • * Something we had thought was not really going to be possible in the game, now is implemented: the queuing of some certain kinds of orders after move * This mod adds a special faction, "AI Shield Generators," to the game. This faction consists of a number of shield generators which must be destr
    394 KB (67,204 words) - 16:22, 13 April 2021
  • ...engames.blogspot.com/2013/02/valley-2-official10-game-launch-released.html Game Launch!] == ** Also, when you duck the game now lowers the view, which then slowly rises back up after you stop ducking
    304 KB (51,505 words) - 19:51, 1 February 2015
  • ...p of testers, while also throwing in a number of new features for the base game. Most memorably at the end among those during this phase were the new Tsun ...lp of various sorts, but nobody else was there in the code, and the entire game needed to be reinvented in order to achieve a level of fun prior to heading
    415 KB (70,286 words) - 16:17, 13 April 2021
  • Once we had the first expansion under our belt, and the game was feeling large and solid at the equivalent of "first AI War plus four ex While Chris was mostly working on multiplayer prep, plus some base game fixes, Badger was doing the bulk of the work on the second expansion, Zenit
    293 KB (50,070 words) - 11:33, 14 October 2020
  • * Improve tooltips for colour selection in the game lobby ...th the help of Chris' changes, allow multiple Nanocausts to be in a single game.
    154 KB (26,552 words) - 11:21, 1 August 2018
  • ...ers. We sincerely thank each and every one of those players who played the game in Boston. ...a few days early and already be playing that before the 1.0 version of the game "officially" launches on Monday the 23rd.
    345 KB (59,053 words) - 19:51, 1 February 2015
  • * The in-game intro story for Invasion Mode has now been written and integrated. * Now if the "all game mechanics enabled from start" rule is not on, and fewer than 3 races are spacefaring
    349 KB (57,816 words) - 12:25, 31 January 2015
  • ...turned into was a polish phase as well as a big drive for new content and mechanics that would be easier for players to understand. The procedural elements we *** THAT said, unlike the first game, if there is nothing to boost on that target at the moment (dock has an emp
    260 KB (44,014 words) - 13:36, 4 October 2018
  • ...s post-completion saw a huge amount of modder and volunteer updates to the game, to the point that these release notes became too long and a successor page === Game Balance ===
    338 KB (54,548 words) - 10:53, 26 June 2023
  • ...deficits coming into this phase when comparing this sequel to the original game. The aim of this phase was to close those gaps and make this clearly the s ...ing in a good way -- but the focus was on taking what was a pretty awesome game with a lot of depth and pushing it to a level that we hope beats the pants
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Patch notes for game version 6.001 and up can be found at [[AI War:Current_Post-6.000_Beta|Curre ** The first time this "empty nebula" logic is encountered in a game, it will trigger a short journal entry explaining the situation, so that it
    407 KB (65,607 words) - 12:09, 16 September 2017
  • ...nitially expected, but we also refined a whole bunch of other areas of the game at the same time. Finally implementing the new lobby and how a lot of that ...stantial "netflix time" where you're just waiting around (unlike the first game). A lot of the initial discussions about all this were [https://forums.arc
    278 KB (47,062 words) - 16:30, 11 October 2019
  • ...than expected. In particular after this latest release, it's a whole new game. It's time to start with a fresh release notes page, too. ...so burned-in on the default brightness/contrast/sharpness settings for the game.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • ...o performance impact on the rest of the game. And in fact the rest of the game will run even smoother thanks to using smaller images than 256x256 in many ** Basically, we're taking a page out of the modern game design book of making you feel like you're getting your behind kicked witho
    278 KB (45,949 words) - 19:51, 1 February 2015
  • * Fixed crash bug when trying to start a game with an expansion disabled when the "last used" AI Type for one of the AIs ...e starting setup of the intermediate tutorial is now much more like a real game.
    165 KB (27,263 words) - 19:48, 1 February 2015

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