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Battle for Dune: War of Assassins


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  • 2 weeks later...
  • 2 months later...

This is about a month late (which I apologize for) but here is last month's update!


Atreides Binoculars


The Atreides Binoculars are the main equipment for the Atreides Scout. They are great at scouting maps and spotting incoming forces from afar. Model and texture by Venom775.





Atreides Repair Tool


The Atreides Repair Tool is the main equipment to repair buildings with for House Atreides. Carried by both Technician class and Engineer infantry, it is a moderate tool that repairs at a decent speed. Due to the function of technology in this time, an additional power/signal booster pack is needed. Model and Texture but Venom775.





Harkonnen Claymore


Another model by Venom is the Harkonnen Claymore. This anti personnel device is carried by the Harkonnen Engineer and is able to take down a single infantry unit per claymore. We are still deciding on if there should be red detection lasers projected from the front to make you more aware of the explosive, but it can be destroyed by almost every weapon.





Sprint Feature


Triattack has been working away on our scripts and we have finally finished and implemented sprinting! Sprinting does as it suggests, allows you to move faster across the map for a short period of time. While in this mode you can't use any weapons, but you gain a speed advantage.





This also allows us to slow down infantry walking speeds and not have to worry about it taking ages to get from one base to another. By doing this, infantry combat should play out a lot better due to less strafing left and right and so on.





We are currently recruiting new staff members and testers!

Staff we're looking for are:

-3D Modelers
-2D Texture Artists

If you are interesting in apply please apply in our Recruitment section or PM me here.

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  • 3 months later...

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.









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.









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.









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.




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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  • 6 months later...
  • 3 weeks later...

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






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.






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!






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!

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The Atreides interior textures look nice, but the rooms themselves are a bit... empty. I know this is WIP, bbut I think the interior design could use a bit more personality.

Dune is much about survival in a hostile environment. I think the way structures are built should reflect this.

Nevertheless, great job on the whole!

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  • 1 year later...

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.


post-2093-0-50123600-1437778248_thumb.jp post-2093-0-93157800-1437778273_thumb.pn

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!

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  • 2 weeks later...

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