Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the...
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非常に好評 (222) - 直近 30 日間のユーザーレビュー 222 件中 92% が好評です。
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リリース日:
2015年1月28日
開発元:
パブリッシャー:

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早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは不完全であり、これから変わることも、変わらないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“Early Access essentially puts us in dialogue with the community and the players. We want Besiege to be easy to access, and we would like to involve and address player feedback as the game progresses. Also, we really love to see how far everyone can push the building mechanics, and we want to be able to respond to the crazy methods people are discovering that we weren't even aware of!”

このゲームは大体どのくらいの期間早期アクセスですか?

“We aren't entirely sure how long it will take to release the game, our initial estimate put the release between 1.5 and 2 years but due to the success of Besiege we’ve been able to greatly expand the scope of the game with far more ambitious features than were initially possible. We are currently two years in and we’re estimating another year of development until release.”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“The full version will contain more levels, in a variety of environments, as well as more blocks, building tools and other larger scale features that we’re not quite ready to talk about just yet!”

早期アクセスバージョンの現状はどうなっていますか?

“The Early Access version contains 38 levels, comprising the kingdoms of Ipsilon, Tolbrynd & Valfross. There are three sand-box levels to test creations and in any given level you can disable all limitations, allowing for experimentation. There is also a time-dilation dial, allowing the game to be viewed in slowmotion, or at 2X the normal speed. The game contains a broad suite of building tools and pieces, including flying pieces, flamethrowers, cannons, contractible springs, axles, detachable joints, explosives and much more. You can also save and load machines in any given level, as well as share them online via the Steam Workshop.”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

“We are going to scale the price with the amount of content available. So as more features, game modes and levels are added we will add to the cost incrementally. We hope that players will feel they paid the appropriate price for the amount of content available at any given stage of the games development.”

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“We are already being surprised by what people are constructing and discovering. It is quite amazing, and we want to expand and address features that the community finds or wants. For example, some members of the community are building an immense Siege Walker type thing – we never even realised this was possible. We want to facilitate such creativity, so we will be constantly looking toward what everyone is doing!”
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8月30日

Important Multiverse Notice - 30/08/2017

Hello everyone!

Unfortunately we don’t have a full dev blog for you today, as we’ve been extremely busy lately, but we wanted to update you on how things are going and give you another peek at some of the stuff we’ve been working on.

First I wanna get some bad news out of the way. Unfortunately it's looking very doubtful that we will be ready to release when we had initially planned at the end of September. At this time its very difficult to say how long we will need to delay by, so we’re reluctant to set an exact date here, but we will be trying to keep you updated and we’ll let you know when we have a more solid idea. We realise this is upsetting news, we know you guys were really looking forward to playing it in a few weeks time, and we apologize for having to delay.

The reason we will be delaying the update’s release is primarily due to bug squashing, we really want the Multiverse update to be as robust as possible for you guys to enjoy! In that department we’ve made huge leaps and bounds, but there is still more work to be done before we’re happy to release it.

We deeply regret that the update won’t be finished in time as we’re really excited to get you guys playing and building, but we feel it’s important to make sure the experience is the best we can make it and isn’t overshadowed by instability and bugs. We are all working flat out to get everything finished asap and we’ll be sure to update you when we can.

Onto a brighter note; we have another sneak peek into the Multiverse update and some of the stuff we’ve been working on!

There will be some new additions to the game to complement the multiverse update, including some new level objects and a new environment to play in.

We’ve created a whole selection of tiles & objects for you to use when designing your levels, they were specifically designed to maximise their usability in creating large level environments for you and your friends to play around in.



I also thought I’d share with you a few examples of level types that the logic editor allows you to create. Please note that these are merely examples created by our team during playtesting and you should not expect to see these released with the update!

If you and your friends are more interested in structured gameplay or competitive objectives, rather than Besiege’s traditional more relaxed sandbox play, then the logic editor is the perfect tool for you! It allows you to create levels with objectives and games, of your own design.

For example, the screenshot below was taken from within a level designed as a kind of capture the ball type gamemode. Using the logic editor, we were able to create two opposing teams, each with their own iron ore ball. The objective being to steal the other team’s iron ore and bring it back to a collection point. Each time the enemy ore is collected, you can a point which brings you closer to winning the round.



Once one of the teams has retrieved a set number of ore, they are pronounced the victors and after a short delay, the level and scores reset!

Another possible game you can design is that with a ‘King of The Hill’ type objective, where teams gain points over time for being inside an insignia, like in the screenshot below.



The progression bar for each team slowly ticks up the longer they are in the insignia until one team reaches 100% and wins!

And just to finish things off I’ve put together a few gifs showing some of the new level objects we’ve added in.





I’m afraid that’s all for now, next time I’ll be bringing you a blog post about how the logic system works and delves into settings in a bit more detail.

We'd just like to appologise once again for the delay. Everyone here at Spiderling is working very hard to bring you the update as soon as possible but in the meantime, we really appreciate your ongoing patience.

Cheers,

Von
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7月21日

Multiverse Dev Blog 2 - 21/07/2017



Hello Everyone!

Today we’re bringing you the second in a series of development blogs about the Multiverse update! The last blog focused on Physics in Multiplayer, how that all works and what kind of performance you can expect to get out of it.

Today's blog however, will be part 1 of 2 blogs on Besiege's new level editor. The first part will focus on how you'll be able to create an environment, using the editor, and the second part will focus on creating game modes and interactive levels using our newly created logic system!

Please keep in mind that the Multiverse update is still in active development and anything shown here may be subject to change.

Besiege levels are created using a variety of game objects which are placed into the world and can then be edited, including; structures, foliage, NPCs & environmental effects. And for those of you wondering, we are in the process of creating assets specifically to be used in custom levels & multiplayer levels.



Besiege's level assets have been divided into several different categories, making it easier for you to find what you're looking for.
To place an asset into the level, you simply select it and then click somewhere in the level to place it. Once we have the object in the level, we can use the tools along the top of the editor panel to edit it.



First we have the Translate tool, which allows you to move a selected object around the environment. Then there's; the Rotate tool for rotation, the Scale tool for altering the object's size, the Mirror tool for moving objects in relation to one another, the Eraser for removing objects and the Modify tool for editing an object's properties.



The properties tool has different options depending on the object that you're editing. For example editing a wall allows you to dictate whether the wall works in a physics way and the amount of force required to destroy it. Turning off the physics option will cause the object to become static and not to break into physics pieces when it’s destroyed.



You can also use the Properties tool to switch between several variations of certain models.



Other objects such as the AI for example, have considerably more options, allowing you to change their behaviour, stats and even make them friendly to a specific team! Allowing AI vs AI combat!



In addition to the object tools we have some more general level editor tools as well, including; a paintbrush mode for placing lots of a particular type of object, a snap to grid option and a duplicate option which has the hotkey Ctrl + D.



By clicking the green pencil on the snap to grid button, you can edit the size of the grid you wish to use:



The paintbrush tool works by holding down mouse button one and then moving your cursor around. Objects are then periodically placed along the path of your mouse, with random rotations and scales.



Levels can be saved and loaded at will by any player in the server, these level files can be shared with other players and you will be able to upload and download them from the Steam workshop as well!

You can also customize the aesthetic environment for your level in the level settings menu, we’ll be talking more about the menu in the next dev blog.

And remember, at any time you can just start simulation and test your level, easy peasy!



Unfortunately that's it for this Dev blog, but be sure to tune into the next one where we'll talk about configuring your levels to have rules and we introduce you into the editor's logic system which allows for more complex and interesting levels & game modes!
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このゲームについて

Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible!

システム要件

Windows
Mac OS X
SteamOS + Linux
    最低:
    • OS: Windows XP (latest SP)
    • プロセッサー: 2.2Ghz Dual Core
    • メモリー: 2 GB RAM
    • グラフィック: 512mb Dedicated VRAM
    • DirectX: Version 9.0c
    • ストレージ: 1 GB 利用可能
    最低:
    • OS: OSX 10+
    • プロセッサー: 2.2Ghz Dual Core
    • メモリー: 2 GB RAM
    • グラフィック: OpenGL 2.0 compatible, 512 MB VRAM
    • ストレージ: 1 GB 利用可能
    最低:
    • OS: Ubuntu 12.04 or higher
    • プロセッサー: 2.2Ghz Dual Core
    • メモリー: 2 GB RAM
    • グラフィック: OpenGL 2.0 compatible, 512 MB VRAM
    • ストレージ: 1 GB 利用可能
    • サウンドカード: ALSA compatible
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