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War World - Best Indy Game.

If it's a video game it goes here.

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Kobra
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Post by Kobra »

Give it time, the next big publish is next week which adds more multiplayer options. Storyline is being worked on. They are planning monthly content publishes.

Only so much a couple of guys can do. :D
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quantum
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Post by quantum »

Kobra wrote:I recall people ranting and raving about "Mount and Blade", and giving it miles of leeway because it is an indy game. Well War World is as indy as indy can get yet has the quality to rival many commercial products.
lol, this P.O.S. doesn't even deserve to be mentioned in the same sentence as Mount & Blade.
I'd rate War Worlds up there with some of the best FPS's i've played in the last few years. Granted it isn't rich and deep in terms of game options and singeplayer(Yet), but it is a damn addicting fine game.
You must have played some really, really shitty FPSes.
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Kobra
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Post by Kobra »

Nice trollpost, but thanks for bumping the thread for me. :lol:
SlyFrog
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Post by SlyFrog »

Kobra wrote:Nice trollpost, but thanks for bumping the thread for me. :lol:
It is a little odd why you are so geeked up over this. No offense meant, but it seems like this game is a fairly bare bones FPS, with a ton of blue sky (i.e. promised, but uncertain whether it will be delivered) content.

And $25 is not exactly a throwaway price - the most recent Unreal Tournament has been around $20-30 for quite awhile now.
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Kobra
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Post by Kobra »

UT never did it for me.
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CeeKay
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Post by CeeKay »

Looks and sounds alot like Mechassault. Is it comparable to that game?
CeeKay has left the building. See him exclusively at Gaming Trend!
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Orgull
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Post by Orgull »

Regardless of the game's flaws I'm impressed. Indy game design is a harder route than most industry outsiders realize. I'm glad these guys are getting some recognition.

@Kobra: That Kiku guy... what an ass... people like him are an independant developer's nightmare. I hope he gets robbed someday.
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Kobra
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Post by Kobra »

WW Developers are keeping their promise.. Today they released a pretty big patch/update.

War World 1.05 Launched!

War World 1.05 is mainly a bug fix update. We are planning to launch "bug fix" version of War World inbetween the major releases as needed and 1.05 is the first one.

Here is the list of fixes/improvements in 1.05:

1. Fixed problem where stealth doesn't always reset when mech explodes. This gives 1.05 players a slight advantage because they can use stealth straightaway after respawning.

2. Mech now makes "hitting ground sound" when jumping.

3. Fixed bug where joining a MP game resulted in too many internet packages send. War World 1.05 is basically a better internet citizen than 1.04.

4. Game now supports PS 1.1. Thanks again Bstrr Smile. PS 1.1 is now part of the War World release so no need to patch anymore.

5. Fixed bug where players would quit/join/quit/join rapidly. This was a time out bug and sometimes quite annoying when playing MP.

6. Improved animation speed resulting in an overall speedup for more modest PC's. This should result in better framerates on some PC's but it depends on specifics. We will continue to look for ways to optimize War World so that people with not-so-speedy PC's can get an even better gameplay experience.

7. Fixed host option "Auto Jump to Next Map" so that it now works correctly. If you select "No" in 1.04 then it still jumps to the next map.

8. Improved handling of "swap mouse buttons" windows mouse setup. If you swap the mouse buttons in Windows then War World now supports it better.

9. Fixed bug where if you press talk in final status you can start walking again. This is a funny "feature" in 1.04 and now fixed.

We have also spend a bit of time automating the biz/sales administration so that we can focus more on improving War World. This is not a visible feature in 1.05 of course but it will give us more time to focus on 1.06 and future releases instead of doing manual biz/admin.

We did a major QA on 1.05 before releasing it (as always) but if you still find any bugs please post it here in the community forum instead of emailing support directly. It gives us more time to focus on improving War World and makes it easy to keep track of what needs to be fixed.

We would finally like to thank again all of you who have purchased War World! Smile It is only with support from people like you that we can continue making War World the best it can be.

Enjoy! Smile
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Kobra
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Post by Kobra »

War World 1.06 Launched!

War World 1.06 is a major update adding TDM (Team Death Match), customizable mechs, additional host options, dramatically improved single player AI’s, the ability to enter the shop without leaving the game, major CPU speed improvements, better support for lower spec graphics cards and a long list of other improvements/fixes.

Here is an 18MB patch that updates all previous version of War World to 1.06:

War World Patch 1.06

Here is the list of new features, fixes and improvements in 1.06:

Team Death Match: You can now select between 2 multiplayer (MP) games: Death Match and Team Death Match. We are going to continue adding new multiplayer games to War World and TDM is the foundation for a lot of community requested additions.

Custom mech colors: You can now select your own personal mech color. With 133432831 different combinations there are a few to choose from Smile

Additional host options: You can now select the maps used in a game and the mechs and weapons allowed. The options make it possible for you to create a “Heavy Mech’s and No Mortars” game for example.

AI improvements: The single player (SP) AI’s have been dramatically improved. They now move a lot more fluently and less “frantic”. They also now aim more accurately when close. This is to avoid having AI’s standing right in front of you and still not hitting. AI's are also now using the new color customization system. The AI health has been reduced slightly for the "Normal" skill level to balance the other AI improvements.

Entering shop without leaving game: You can now enter the shop without having to leave and re-enter a MP game. The default key is ‘7’. You still loose your frags though so think carefully before using it (this is to avoid players popping in and out of the shop to avoid getting killed).

Speed improvements: The collision system has been optimized resulting in dramatic CPU speed improvements for some levels (especially the City Rooftop level).

Multiplayer Chat: Space for more characters has been added to MP chat lines and a smaller font is now used to reduce screen space. Chat also now repeats key presses making it easier to delete characters for example. You can also now “chat to team only” when playing MP Team games (default button: "C").

MP Join Dialog: The dialog has been redesigned. You now get a lot of additional information about the game and less “Contacting Host” information.

Health Pickups: The health dropped by mechs is now visible 5 secs longer giving heavy mechs more time to pick it up. The health also now drops to the ground instead of being left midair.

Missiles: Fixed bug where missile launcher capacity was incorrect. The missile code was also optimized to reduce CPU time.

Damage Reaction: The mech damage reaction (rotation) has been reduced for medium and heavy mechs. They are heavier and therefore should react less to an impact.

Improved support for older graphics cards: All graphics is now flushed between levels resulting in improved performance for lower spec graphics cards. It should also reduce the “game runs slower after some time” problem that some people are experiencing.

Multiplayer Names: If player name is empty or "NONAME" then a random name is picked (2 letters + 2 numbers). This is to avoid situations where 2 or more “NONAME” people are playing at the same time.

Time bug: Fixed bug where time didn't blink red if joined game. Before it only worked correctly for hosts.

Radar: The radar now shows blue dots for friendly mechs and red dots for enemy mechs. The feature has been added to support TDM and future multiplayer games. The radar also no longer draws mechs when they explode.

Control settings: The default controls now use mouse 0 for both hand weapons. This is to help newbie's.

Demo: The demo now gives people access to level 1 to 4 instead of level 6 only. This is to avoid newbie’s getting intimidated by dropping straight into level 6 (yes it happens a lot apparently).

Shop shortcuts: Added key shortcuts for shop (ESC = Cancel, RETURN = Ok).

Bug fix: Fixed major bug where people would sometimes enter the wrong level in MP games.

Bug fix: Fixed bug where slow PC (delaying entering shop) shows old mech in new level before having entered shop. This could result in the next game finishing straight away!

Bug fix: Now host exits shop if time hits 0 (otherwise will delay other players from exiting shop in new level).

Multiplayer AI’s: If you have joined an empty MP game or are hosting a MP game then it sometimes takes a bit of time before somebody else joins the game. So we have added a number of different AI “personalities” that will join your game and give you a good fight until a human player joins.

We did (as always) a major QA on 1.06 before releasing it but if you still find any bugs please post it here in the community forum instead of emailing support directly. It gives us more time to focus on improving War World and makes it easy to keep track of what needs to be fixed.

We would finally like to thank again all of you who have purchased War World!
It is only with support from people like you that we can continue making War World the best it can be.

Enjoy! Smile
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Kobra
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Post by Kobra »

Third Wave Games have just launched a major new upgrade to War World - Tactical Combat!

War World 1.09 adds a lot of new features including two new singleplayer games (Death Match and Team Death Match) and two new multiplayer games (Capture the Flag and Assault). War World 1.09 also features two new mechs, a new large map and a long list of other improvements including LAN support, improved Router support, improved singleplayer opponents etc.

War World 1.09 is free to download and install if you have already purchased War World before! Simply download the new version and use the keycode you have purchased previously. If you have lost your keycode then please email support@warworld.net and we will help you out.

You can download the new version here: http://warworld.filecloud.com

This is a temporary link and there is a bit of waiting time if you are not a member of filecloud but you can use it if you do not want to wait until we have the link establisted at download.com (it should be ready in a few days time).

You may also be interested to know that War World 1.09 will be launch into retail in Europe this week including the UK, France, Germany and Spain!

More details here: http://www.warworld.net and http://www.warworld.net/phpBB

Enjoy!

Third Wave Games
http://www.warworld.net
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KiloOhm
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Post by KiloOhm »

quantum wrote:Does no one remember Shogo or Heavy Gear? Not every mech has to control like a Lincoln Continental without power steering.
Both those were "exo-suits" wern't they?
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Post by qp »

So um is Kobra like one of those stealthy infiltrate 50 message boards for stealth marketing types?
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Bob
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Post by Bob »

qp wrote:So um is Kobra like one of those stealthy infiltrate 50 message boards for stealth marketing types?
Doubt it. He just loves the things he loves and hates the things he hates. And LOVES to tell people either way. :)

IIRC, he did come clean on a particular product that he wasn't exactly shilling for, but did defend, while he was working for the company in some capacity: Starforce.

Too lazy to find the thread.

Kobra, if you'd rather supress this info, let me know, I'll edit my post.
Why is it every time I need to get somewhere, we get waylaid by jackassery?
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Kobra
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Post by Kobra »

qp wrote:So um is Kobra like one of those stealthy infiltrate 50 message boards for stealth marketing types?
So posting an update on a game that hasn't had any comments since September of last year AND just releases a GIANT FREE update makes me a fucking shill?

Don't be an idiot.
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Post by Scanner »

KiloOhm wrote:
quantum wrote:Does no one remember Shogo or Heavy Gear? Not every mech has to control like a Lincoln Continental without power steering.
Both those were "exo-suits" wern't they?
If you mean that the limbs of the robots covered the pilot's limbs, neither one was an exosuit.

In Shogo, the on-foot sequences showed you jumping into the robot head before heading out. In fact, you could even change from robot form into vehicle form, Transformers-style. You routinely stepped on tanks and other small squishy objects.

Although it was less clear in the PC version, according to the tabletop rules Heavy Gears were the size of automobiles, and the operator sat in the belly. In the PC game the the torso could easily be locked at a 90 degree twist while running full forward, which would probably be difficult to do in a powered suit.
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Fuzzballx
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Post by Fuzzballx »

I happened to miss this thread origionally and will check this out now. Thanks for the update, Kobra.

PS: when you gonna contact me on xfire for Empire at war multiplayer? My tag's Fuzzball but i won't be on now till afte rMarch 10th=( I'm on vacation next 10 days!
Steam: Fuzzballx
Gamespy: Fuzzballx
Xbox Live: FUZZx
http://www.bloodwars.net" target="_blank : R1: Fuzzy R2 Fuzzina Finzirak
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