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  1. Available Now! Kanly is upon us! Battle For Dune: War of Assassins is now released to the public! The Great Houses demand spice! Will you fight under the banner of the noble House Atreides and for the Duke Achillus? Or will you fight for the evil House Harkonnen and the Baron Rakan? Featuring: Advanced Infantry Combat - Enjoy a completely redesigned infantry combat experience that utilises many new gunplay features! Conquest Game Mode - Capture and hold the points to bring glorious victory to your House! Six Brand New Maps - Fight over the the rich deserts of Arrakis across six unique battlefields! Redesigned User Interface - Take command of the battlefield using a redesigned and heavily refined user interface! Immersive Audio - Experience the world of Dune like never before, through immersive audio and brand new voice lines! Updated Game Engine - Play with the power of the latest version of the W3D Engine! Download Now! Arrakis awaits! Download the game on the W3D Hub Launcher now! www.w3dhub.com
  2. Hey guys, so it's certainly been far too long since we last popped our heads in here! Rest assured, we haven't died, infact far from it. We've been hard at work trying to get our game complete and in better shape everyday! On that note, here's what we've been working on recently!! Horde Mode https://www.youtube.com/watch?v=3UoKrNvr9Yg "Your Great House has gone to finally vanquish one of the other 2 Great Houses fighting furiously for control of the Spice Melange on Arrakis. Meanwhile, The Guild and the Tleilaxu have unleashed their evil plan! All food stores on Arrakis have been poisoned to turn everyone into mindless Contaminators!! You are still on Arrakis when this happens, you are isolated from your Division, your only choice is to survive until reinforcements come, time to fight the Horde!" You start out in an abandoned village, alone. You suddenly receive a radio transmission from one of your House's higher ranking Officers, explaining to you the situation that everyone is facing, regardless of House. After exploring the ruined buildings for a few minutes you conclude that there is no one and nothing left, just silence and the odd scorpion scuttling about. You start to make your way out of the village, when you receive another incoming transmission, a large swarm of Tleilaxu Contaminators are heading in your direction from all sides! Upon hearing this, you need to find a good location to begin taking on the first initial wave. Every few minutes new weapons are granted to you via your local House military outpost, trying desperately to help fight off the masses. You need to hold out until help arrives via transport to get you out of there! Expect to see more of this mode coming up soon! Don't sit with your back to any doors... That's it for this update, here's to no more long waits for more of them to come! As always you can keep following us here, on Facebook, IndieDB and Twitter!
  3. It's more about fightings and desert survival. Troops travel light but are equipped with enough so they can fight in a lengthy battle, if they are stuck out in the sun, they at least have enough protection against the harsh Sun.
  4. Hey Dominant, nice to see you around here! Thanks for the comments, we should be getting more updates out in the near future!
  5. So I know this is a bit of a bad necro and double post at the same time, but... It's been awhile since we posted anything anywhere really and we recently pushed out an update showing what we have been up to, here it is! The Exodus So it's been almost 2 years since our last update back in the Halloween of 2013, but we have been busy working on a fair few things. As you can see we have made the jump, much like other projects, and not all W3D ones at that, to W3D Hub. This is something that we had been in talks with before the community was formed just like ECW, but we took a little longer than them to properly come over. Why did we move? This was a pretty tough choice to make after being at Final Warrior Productions for so many years and with so many great people. Things had become pretty silent all together over there, what with Omar having to focus on his studies meaning Tiberian Redux wasn't getting any attention and E! vanishing for long periods of time. So when things finally kicked off with W3D Hub and we were offered a place, we could hardly say no! So many fantastic games and talented developers gathering in one spot is a no brainer. It's a healthy environment that is breathing life into not only Battle for Dune, but every other project here! Atreides Light Infantry As our project continuously moves forward, so does our art direction to keep as up to date as possible. One aspect of our game that we feel is lacking are our infantry, even more so when compared to our vehicles. So we felt is was due time to start our updates with the Atreides infantry. Modelled by Methelina and textured by Venom775 The Atreides Light Infantry carry a pistol, a medium ranged distance rifle and a anti-vehicular explosive. Vulnerable to most weapons, they are nevertheless valuable anti-infantry units and the core of House Atreides army. Repair Fuses & Logic For awhile we have been playing with new ideas about repairing and how we'd like to approach it in Battle for Dune. From repairing Main Frames directly (as it is currently set-up) to having something like the Apocalypse Rising nodes. An idea we came upon recently was inspired by what unique ability we wanted to give each Engineer, the Harkonnen's is equipped with Claymores, the Ordos' has anti-vehicular mines and the Atreides Engineer has repair fuses that speed up repairing times! House Atreides Repair Fuse by Venom775 The idea we have been planning and gradually fleshing out is to have two to three repair rooms or sections in rooms in each building. These would be kitted out with non-intelligent computer systems that regulate the structures functions that Technician and Engineer classes can repair the building at a good rate. They would also be equipped with sockets/terminals where your Engineer can place their fuse! Dune Patrol So a couple of weeks ago now we poked our heads out of the dark corner that we had been lurking with a new quick shout out. This consisted of announcing that we were no longer part of Final Warrior Productions and now part of W3D Hub (as mentioned in the Exodus) and a new screenshot of the game. This screen shot was a alternative version of none other than dtrngd/moonsense715's Dune Patrol for Apocalypse Rising! There is much more to come on this in the future, but for now it's still a work in progress. 4.3 and 5.0 Since we joined W3D Hub we also moved to scripts 4.3, this means we have some extra bug fixes added to our workload. Doing this we have access to some extra features from 4.3, as we now also have full source access, which means some bugs can be fixed with better ease. We also plan to move to 5.0 in the near future after we make sure our current 4.3 build is stable. We are currently facing some annoying bugs such as mouse steering on vehicles, this sounds better than it is, trust us. 5.0 will open new doors for us for instance some graphical features which Methelina is working on but I can't go into too much detail about that yet. 5.0 will also bring some addition features we could advantage of, like the more advanced game info when you hold "K". Another feature we could use is the new sprinting system brought about after our own version of the concept. It's a bit more open in terms of being able to run forever, but we're dealing with Arrakis here where water is scarce, so our sprint feature will still have stamina. This keeps in tune with the feel of our game and the universe it's in. Ya Hya Chouhada!! We have a lot more stuff to show off in the next coming updates, we'll also more likely be shifting between dev updates and blogs, depending on how much we have to show off. That's it for our break in silence, be sure to keep up to date with all our news here, on our site, IndieDB, Facebook, and Twitter!
  6. Hello everyone! We've been very quiet and also very busy. Our new home is over at W3DHub.com but more on that soon!
  7. It's great fun even with just the one House, really worth giving a go. This is something has been needed for a long time!!
  8. That's just a demo, it's not a building structure. As much as it is and we are capturing it very well ingame, this is an advanced year and buildings can be constructed a lot easier.
  9. Emperor was like Dune 2/2000 where it's an alt universe in Dune. Only things that are really in the game from the novels are some las weaponry, shields, worms and Great Houses.
  10. Ah sorry about that.. I kinda forgot to throw the last update here! Blog #123 House Atreides Remote & Timed Explosives We've been busy working finishing off the House Atreides weapons and the most recent two are the Remote and Timed explosives. These charges are only properly effective against building Main Frames. The remote explosive works very straight forward, you throw it with left click and detonate it with the right click. The timed explosive is thrown with the left click and explodes after 30 seconds of being placed. Model and texture by Venom775 http://i137.photobucket.com/albums/q208/FWWolf/BFD/aa23b370-7e4b-4ce3-9172-c155f4692bc3.jpg~original Carryall Demo triattack has been hard at work reworking our new Carryall & Harvester logic. Our old Harvester script was fairly clunky and didn't really work how we wanted it, so triattack has remade it to be more flexibly and more to how we need it. Here's a video showing off how it basically works. http://www.youtube.com/watch?v=v9nzXNXx_zk#t=0 House Atreides Interiors We have also been busy with House Atreides building interiors. A nice set of basement tiles have been put together, courtesy of Venom775. He has been creating and keeping a very nice style for the Atreides, which is shown in the video below! http://www.youtube.com/watch?v=akdmXecpoLI#t=0 House Ordos Not Making the Cut! Now, some sad news. As you may guess from the above title, House Ordos are not making it into first release. Now this was seriously not an easy choice to make, seeing as it's one of the 3 major Houses in the game. This decision was heavily based on the fact that they are the most under finished House, we have been working on this game for long enough without more setbacks and we've really like to give this House as much attention and care as we have given the other two. This isn't to say they are cut completely. We are going to get them in the game via a patch or the 2nd main release, so DON'T PANIC! We just feel that we can still make a good first release with the force from the Atreides and Harkonnen fighting it out. Ordos will come in soon enough after, in the true glory they deserve. Sorry for those House Ordos fans out there, but please keep the faith until their return! Folding Space Well this is the end of this blog's journey. Be sure to keep following us here, on our site, IndieDB, Facebook and Twitter!
  11. Try grabbing DuneEx, it's a great Dune editing tool that allows you to open up most files and extract what you need from them.
  12. TeamWolf

    The end for RTS

    I do find that RTSFPS isn't being that widely used, which really does confuse me seeing as it's a good formula.
  13. TeamWolf

    The end for RTS

    Well Sega seem to be a big time RTS producer these days with Total War and now owning Relic, so I wouldn't start to discredit RTS too much yet. I judge how well a genre is going by how many companies are producing it, the only way to really gauge it is by player counts and what works and is being made. RTS is still heavily popular by EA still making C&C games, Westwoods new incarnation as Petroglyph is making End of Nations.. Indie devs are still making RTS games, not to mention the new form that RTS is taking with games such as League of Legends and Dota 2.
  14. TeamWolf

    The end for RTS

    Don't fear, once Battle for Dune: War of Assassins is released.. We'll see what happens ;).
  15. Hey everyone, sorry once again about the lack of updates. Real life and other things really do grab our time but we have been working don't worry. Now, this blog is pretty much all done by our coder, triattack. He has been working on a lot of new things for War of Assassins including redoing our old scripts! The Scout To start off, we have a special stealth detection script which allows the Scout to detect stealth in a E:BFDish style. It works by the Scout having his Binoculars equipped and being uncloaked so he can uncloak any nearby enemies, then after some time he will cloak again (so it can hide again) and allows after the timer is expired it can be detected again. Main Frames We also have our own split MCT (Main Frame) system and a special repair mechanism that will be talked about in a later blog. The health of the building is split between 2 objects and once 1 is destroyed it means that the building's health is cut by 50%. For the rushing type of people amongst us this means that they will have to destroy 2 points per building or just tank rush the enemy base. Sprinting As seen in the last blog we have something that is unseen on W3D, sprinting. It’s still a WIP though as some things need to be tweaked for the sake of balance but in the end it should be as smooth as sprinting in battlefield or any other modern FPS/third person shooter. Infantry Deploy Another script that is done is the deploy script for the Mortar and Kindjal. This script required some testing and tweaking to find the right solution for the game. Deploying in BFD is all about being immobile as infantry and still able to shoot which isn’t something the W3D engine isn’t good with handling. There are several ways of doing this, all with their pros and cons. In the end we have chosen for the simple method that can be compared with entering a mortal in BF3. where you “enter” the deployed weapon. This way you won’t have to worry about moving the vehicle and not being able to shoot or being stuck in mid-air because you deployed while jumping. Once everything is more to our liking there should come a video showing this. Sandworms Last but not least there is the worm script, an incredible script which is still WIP but it WORKS! There are only a few bug fixes needed and then there is a really nice worm that ignores the hard ground and randomly comes above ground to attack the units which should weigh the most together (yes it will chase a group of sand bikes over a single harvester). Just as in Dune, a worm feels vibrations from the ground (not really but that is how it theoretically works if you ignore that this worm “sees” ). Once the worm found a tasty meal, it will chase it until it’s death or it's attacked something from the group. If the group is dead or not able to be attacked, it will go underground again. This whole idea sounds simpler than it is in practice, this is why the code still requires a bit of tweaking and making sure it also destroys targets in its mouth while he is not chasing them. Debriefing I hope this gives a nice idea of how work is going and I hope to have more scripts to talk about later on. As there are some really cool scripts planned and WIPs (for example a new harvester/carryall script combination). If you have any questions about the scripts post them and I’ll reply to them. triattack Going, so soon? That's it for another Battle for Dune blog, we hope you liked it! Be sure to keep following us here on our site, Facebook, IndieDB and Twitter!
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