BattleBlade was the first game I ever made, but it was certainly not the last.
The game hasn't recieved any updates in a good few years, mainly due to me having a real life job I have to attend to primarily, but I've also been working on some other projects.
Coins, Chests & Loot was released last year for PC, after originally only being published on Android.
I've been working with some buddies on an expanded, improved version of Alone in the Grey, a game originally released for free on Itch.io. We are hoping to release this soon.
But as for BattleBlade... not a lot has happened. I did start work on BattleBlade 2, but I've not had much of a chance to work on it. I do hope someday it will be released though! I have some great ideas for it and having an artist do the art for it (rather than my attempt at art) will make my idea come alive!
But I have a plan, I've been wanting to re-visit this game for a while now. It's been too long since I've worked on it, so I've got an idea planned.
I'm going to be refactoring ALL of the code. I've learned a lot since I first started programming and I want to see how much better I can make this game. I am also doing this to make future development on the game easier, should I decide to.
I can't promise when this update will come out, but probably within the next month or so I would imagine. I'll keep you all posted!
I hope you look forward to this update.
The art was always the major issue with this game, and sadly I can't fix that now, but I will do my best to make the game as good as I can :D
Today, it’s going to be one of the most important days for our company, as we’re finally ready to share the release date with you. Having said that, we’ve decided to postpone the release date to February 28th, 2024. It was one and only decision that we could make, as Winter Survival has evolved tremendously since the prologue release. Furthermore, we’ve managed to implement some much anticipated features like building and combat systems. However, as we sat down together, we’ve realized that we need some extra time in order to implement additional features into the game and polish it even further. For more information, head over to Winter Survival’s Steam page where the developers from our team dive deeper into the changes that made their way into the game.
Hello everyone! I have an exciting announcement! It should be pretty obvious to anyone arriving on this page that this game is a passion project from a hobbyist. My goal was to explore cool ideas that I've never seen anywhere else, and share this with people. It was very hard to build such an ambitious game on the side of a full-time job, but the lack of pressure to be profitable is necessary to take the kind of huge creative risks in this project. As a result, I fronted all the fees out of my own pocket to make this game a reality. Today, we've reached a threshold: this game managed to sell enough copies to reimburse fully what it took to make it. It's the first time this ever happens to one of my projects, and I'm beyond thankful to all of you who have made this possible above my wildest expectations. As a celebration and a way to give back, I've decided to change the price tag of the game and turn it free to play starting the 22nd. Hopefully, it'll help a lot of people who couldn't afford it discover the game. I realize that it's an unusual move, since very few developers can afford the luxury to give away this kind of project for free. Therefore I invite all of you who might have concerns with this to get in touch with me. I'd like to offer special rewards to early supporters who backed the game, such as designing your own character to put in the game. Cheers, and thanks again!
Not gonna lie – today’s announcement will probably be one of the most important ones for us and you both. We’re finally ready to share the release date with you. Apart from that you will be able to catch a glimpse of what we’ve managed to accomplish since the Prologue release. Without further ado, let’s get the party started.
Winter Survival release date🗓️
The most important news first – we’ve decided to postpone the release date, and Winter Survival is set to launch on February 28th, 2024. The main reason behind this change is that the game has evolved tremendously since the Prologue release, and we’ve added a plethora of things to the game which were requested by our community.
We will use this time to add some new content to the game, but most of it will be spent on polishing and fixes so you guys receive the best gameplay experience possible.
If you want to get more details about the changes that made their way into the game, feel free to check the behind the scenes video, where the developers from the Winter Survival team delve deeper into our game’s world.
New Steam Page📄
Apart from that, we’ve also decided to update our Steam page, since the game has evolved drastically. Feel free to check it out if you happen to have a minute or two.
But hey… Every cloud has a silver lining, right? While you eagerly wait for Winter Survival to release in Early Access, we do have some great news for ya! Soon, we plan to start playtests to gather additional feedback from the players, so we highly advise you to lookout for any news whether on our social media channels or here. What is more, we’d like to let you know that the next devlog about the bear is on its way and it will be live on 18th of September.
Stay up-to-date📰
And that would be it for today’s announcement. We cannot wait to share more with you in the upcoming weeks and we hope to see on February 28th, 2024, when Winter Survival enters Early Access. We’re still open to exploring some new ideas, so we highly encourage you to leave your thoughts in the comment section below. Stay sane on your way back home, survivors.
What’s your favorite Call of Duty Multiplayer map?
As Call of Duty nears its 20th anniversary, veteran fans could have over 100 potential answers to that question, and that’s not including the 16 Call of Duty: Modern Warfare 2 Multiplayer maps that debuted in 2009 — one of the greatest Day One Multiplayer offerings of all time.
As previously revealed, Call of Duty: Modern Warfare® III will launch with meticulously crafted, modernized versions of these 16 Core Modern Warfare 2 (2009) maps, constructed to maintain the authenticity and accuracy of the originals.
Sledgehammer Games’ Art Director Matt Abbott and Design Director Zach Hodson detail what that means in the latest Intel Drop:
As mentioned in the video above, Matt explains that the excitement at faithfully modernizing 16 seminal multiplayer maps was palpable, with the studio’s designers calling dibs on who brought each Modern Warfare 2 (2009) map back to life in Modern Warfare III. And his colleague Zach emphasized the importance of giving players a new way to experience these classic maps.
“We [asked], ‘What was good about the movement of older games? What was good about the gunplay of older games?’ And the same with the newer games,” Zach said. “So we tried to marry those things.”
Or, as Matt puts it simply, “How are we going to make the best versions of those maps that people have ever played? Because that’s what we want as fans.”
Multiplayer Maps: Then and Now
Fourteen years later, Sledgehammer Games and Infinity Ward have a wealth of game engine and design tech advancements at their disposal, such as variable-rate shading, and numerous runtime systems for better enemy visibility, to name a few.
These new, ever-advancing technological tools are vital in faithfully re-creating the Modern Warfare 2 (2009) classic maps just as fans remember them.
“There are places where the metrics of the level are adjusted to fit more modern gameplay,” Zach states, “but for the most part, it’s going to feel incredibly similar. The biggest changes are in a fidelity sense.”
In other words, those who played Favela, Terminal, or Scrapyard in 2009 may expect a wave of nostalgia as they encounter the visual updates, and more experienced veterans may appreciate the modernization updates for gameplay flow purposes.
One example is the vehicles lining the streets in various locations throughout the map pool; these are different models compared to the 2009 versions. As you explore these newly modernized maps, you’ll notice other areas have received touches that both improve gameplay and enhance scenic detail and visibility.
Buildings and other features may be a different color or material entirely, such as the old dirt-and-grass soccer pitch in Favela, which is now paved over with blue acrylic-coated blacktop.
And when it comes to lighting, this revision of the game engine truly shines.
The game’s in-game illumination techniques noticeably brighten Favela’s central alleyways, allowing players to see enemy Operators more clearly, rather than have targets blend into the shadows.
However, the most important changes to the 16 Multiplayer Maps aren’t how they look but how they ultimately play.
Because of technological advancements in Call of Duty’s animation and movement techniques over the past 14 years, Operators can Tactical Sprint and leap between rooftops, mantle, and navigate alleyways with Tac-Stance, giving players more confidence during these frenetic, close-quarters engagements.
Essentially, a “modernized” Modern Warfare 2 (2009) map means an authentic Multiplayer experience with learnings from the Call of Duty franchise’s rich history.
Memorable Map Areas Modernized for Modern Warfare III
Many other updates and features are coming to all the maps, though each still retains its authenticity and core design. To that end, all the Modern Warfare III launch maps were built from the ground up (rather than being taken from existing points of interest in Al Mazrah).
Prior to more Multiplayer map revelations at Call of Duty: Next on October 5, here’s a brief glimpse at some of the memorable areas contained within a few of the other Modern Warfare III launch maps. Sledgehammer Games’ careful and considerate modernization is set to offer the same maps you remember, but with a refreshing multiplayer experience:
Estate
The lake behind the boathouse is now accessible for wetworks. Operators can now maneuver in and under the water and can swim out to a platform overlooking the area. There’s also a greater military presence on the Estate grounds than there was before. While the original lodge offered a luxurious getaway, this one features intel posted on the wall and a tank sitting on the main road outside.
Skidrow
The bookshop is now a movie store, and the ceiling has been repaired; the lights are back on for greater visibility when passing through. Further lighting improvements to areas like the hallway and tunnel ensure that Operators are clearly visible against the environment.
Rust
Remember that open pipe jutting out in a corner that many a camper took roost in? It’s been replaced by a small building, keeping the fight out in the open. Also, be sure to take advantage of Rust’s verticality by climbing the center tower and the surrounding containers with greater agility than ever before.
Highrise
The standard office layout from 2009 has been updated for the new tenant, a company whose arcade machines, movie posters, and video game systems profess their love for entertainment. Though the occupants are different, both buildings retain their most notorious power positions. The crane still provides a killer view from the northern building, while those willing to scale the front of Actibase will be rewarded with an unmatched rooftop position.
20 Maps at Launch, All-New Core Maps Come to Live Seasons
As detailed in the Modern Warfare III Reveal blog, in addition to these 16 authentic modernizations of Modern Warfare 2 (2009) maps, Modern Warfare III Multiplayer will also include four massive environments comprising three brand-new Battle Maps — where Ground War and Invasion game modes will be fought against monumental backdrops. There will also be a gargantuan War map as Modern Warfare III marks the welcome return and evolution of the legendary War Mode.
Expect the flow of free post-launch content including Core 6v6 Maps and additional Multiplayer content to continue after launch. As previously stated, we’ll have over 12 all-new Core 6v6 Maps in our seasons, with three all-new 6v6 maps hitting in Season 01 and three all-new 6v6 maps hitting in Season 02, along with additional maps and modes throughout future seasons.
The Call of Duty community will experience a selection of modernized Modern Warfare 2 (2009) maps for themselves starting on October 5, where representatives from around the world will play Modern Warfare III Multiplayer as part of the Call of Duty®: Next franchise showcase.
Lock in your preorders now to receive immediate rewards in Call of Duty: Warzone and Modern Warfare II as well as for Modern Warfare III later in November.
For more information, please visit www.callofduty.com and www.youtube.com/callofduty, and follow @Activision and @CallofDuty on Twitter, Instagram, and Facebook. For Call of Duty Updates, follow @CODUpdates on Twitter.
Whilst sitting at Introversion HQ we suddenly realised that far too many players weren't getting the full TLS experience, because the entrance to the game was just too brutal. We want everyone to build kick-ass ships and explore the galaxy, but if they can't make it through the first 10 minutes...
We've spent some time beefing up the tutorial, rolling out the welcome mat and bringing everyone into the fold. If you're a seasoned salty space-dog you probably don't care about noobs, so we've introduced weapon officers, with control consoles and fixed a heap of bugs to keep you all happy...
Any ship from the ship library can be bought in a system with a station or shipyard
Tutorial
Beginnings of a Tutorial for Industry Mode.
NEW EQUIPMENT
Weapons Control Centre => Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew
New Crew Type - Weapons Officer needed to crew the Weapons Control Centre
Small Changes
Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time.
Robot Arms now stop moving an object if the destination can’t receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell.
Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date.
Robot Arms now unload objects from factories that are not needed by the current recipe.
When the current research project finishes a popup notification appears
The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse
New Storage Zone UI
Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas.
Bug fixes
Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port
Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere
Factories will cancel jobs when the recipe changes and the jobs object is no longer required
Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it.
Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed.
Equipment installation will highlight the closest accessible box that will be used to install the equipment.
You can no longer place a storage zone in the location of an in-progress equipment installation
Research stations only draw power when required for the current research project (1MW standby draw otherwise)
Research station blue light now blinks
For exterior jobs crew no longer pick up and drop the item before acquiring a space suit
For exterior dismantling jobs, the box is now brought inside by the crew after dismantling
Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other.
Issue #108 - Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn
Issue #109 - Fixes logistics window scaling with the number of layers, rather than the number of friendly layers
Issue #10: Integer overflow with cash and ship value
Issue #95 and #113: Friendly ships added to fleet for free when flying to a shipyard
Issue #114: Powergrid settings are saved
Issue #104: Logistics screen now updates when the selected layer is switched
Issue #81: Mouse click and drag in the research window can no longer move the game camera
Issue #92: Objects can no longer be stored in non-exact cell positions
Issue #122: Robot Arms can now combine containers when they are on tracks
Issue #72: Robot Arms now indicate when they are stuck, and can be canceled.
Issue #16: Difficulty installing equipment in walls.
Issue #66: Jobs get created in inaccessible locations and get “stuck”
Issue #53: Crew try to store objects in a place they can’t access
I'm thrilled to announce that my game, "Departed Away," a Visual Novel, is about to take its first baby steps into the gaming world.
To all you patient souls who've supported me through this journey, you're the real MVPs! Thank you for your unwavering encouragement and for waiting patiently.
Stay tuned, folks! The demo is just around the corner. Get ready for a taste of what "Departed Away" has in store for you. It's like the game's birthday, and you're all invited to the party! 🎉
Hello everyone! Small patch and some translations! tell me if anything looks really wrong!
Patch 1.0.2 -Reduced the start up time of engine (by a lot) -Increased engine strength -engine can now be hit by blink gun and growth ray (bigger engines push harder)
Translated the game into 13 languages: German Spanish French Italian Japanese Korean Polish Brazilian Russian Swedish Turkish simplified Chinese traditional Chinese