Okay, maybe it
is time to be afraid. First, school has taken away most of my free time. Second,
I'm losing my tolerance of 1997 graphics. Third, I've recently start work on
an ambitious web project that sucks up my minimal hobby hours. Finally, I think
TA fandom is effectively dead.
The project is
on life support. I'm borderline deleting this site and closing up for good.
To give you an idea of how grim things are: I've already begun reworking the
XClone interface into my new web project's layout.
Fear not, this
project is still alive. I've been working on new map tilesets in Lightwave and
have made build pics for all existing units thus far. I'm also working on the
new interfaces for each team. Progress will be much slower during the term.
My goal is for a release sometime this summer. I figure with so many people
in school, it makes sense to target a release for when everyone has more spare
time anyway. :)
Lots of progress
has been made. The Myth race is one unit short of its initial 8, an equation
has been developed to keep all units perfectly balanced with one-another, and
the gameplay and sounds effects continue their customization. Thus far, it's
looking very good. Each team, however, will have an initial 9 units now
in order to keep them more balanced. This means that I still have five more
units before I start playing with other aspects, such as the GUI, build pics,
underwent another major beta-test last Saturday. Several balancing issues were
resolved and a few minor bugs fixed. The Myth team had an extra unit added (picture
will be up soon). Most importantly, all units were reduced in size and
speed by 50%, as well as made more sensitive to terrain height. This should
make strategic unit positioning even more critical in the games.
The goal is to
get an early version of Invasion 2213 out by mid to late December.
Lots of new Myth
units tonight. In order: lab, metal extractor, and open/closed solar panel;
Kaje solar panel redone.
lab is actually from an old, old, old version of the Mynn, while the other two
are brand new. (The solar panel animates very nicely.) If anything, however,
I might be replacing the Myth and Xclone labs along with the Kaje metal extractor,
since those look the worst in my opinion. Still, having them in now lets me
do a lot of the testing needed for balancing.
A significant number
of small updates have been made, including the replacement of an XClone mech
with a more balanced artillery robot.
The Kaje, USA,
and XClone teams underwent initial beta testing. A few balancing issues were
adjusted and a few more still need to be addressed. Still, no major glitches
in the code. Everything ran smoothly. Among the upcoming changes to be made
of second large XClone robot with smaller, infantry robot
- Long-range Kaje
beetle weapon adjustment
- Kaje commander
- Commander cloak
- Sound effect
- Completion of
first 8 Myth units
'Buddha', the Myth
commander, is now working. Expect longer delays between news posts as school
starts to gain intensity. The USA team has also undergone initial pre-balancing,
a process in which I begin to approximate the cost and build time of units.
I've already done this for the XClone and Kaje teams.
The Myth commander
is undergoing a few bug fixes but is essentially complete. The story behind
the Myth team will involve an alien race emulating the ancient human gods. Of
course, in reality they're effectively space-thieves dealing in a variety of
stolen technologies, weapons, and cultures. As such, the Myth commander has
shades of the XClone commander in its arms and breathing. It has a DGun that
involves lightning and storm clouds. The effect is still being worked on. As
are bugs being worked out of its nanolathe and primary weapons animations.
The eighth Kaje
bug-race unit is complete. It's a long range artillery-armed beetle. With its
completion, I can now begin work on the Myth team.
To clarify on the
resource units: they will NOT be clones of their Arm/Core equivalents. They
will be higher cost, yield less resources, and most likely take a long time
to build. They are in the game to supplement the need to reclaim land features
and wreckage for metal and energy, not supplant them. Also, they will most likely
be cloakable for strategic reasons. Resource units should be rare and used only
to maintain some type of stable resource income.
unit balancing to be more like 'Empire Earth' than 'Total Annihilation'. That
is, specific units take out specific units. For example, a certain type of tank
does more damage to a certain kind of robot but gets hurt more by a certain
kind of bug. It's looking pretty good thus far. I'm really pleased with everything.
Too bad school studies will dramatically slow down my progress!
I've decided that
resource units will be included in the pack after all. Therefore, the new solar
and metal extractor units for the first three teams have been added and are
view-able in the images section. That makes for a total
of 23 units thus far added and near-complete. (Balancing has not been
put in place for any units.)
The new site is up! This is the home to 'Invasion 2213', my first most likely last 'Total Annihilation' project since the Mynn. 'Invasion 2213' will be feature four completely new and very distinct alien races. The balancing and gameplay will be competely different from the original TA. At present time, there are 15 units complete. Some are entirely new, some are 'recycled' from past units. Thus far, 13 are brand new and 2 are updates of units part of past unit releases.