GML: G Field the Game : Beta 8

Well, it's here at last!
G Field the Game - Beta 8

This version features extra sounds, Three Episodes - Two Complete, a Nice Menu Screen and slightly reworked engine from Beta 7.
The Episode 3 features only a single level but it's amazingly challenging. This completes the engine and all that is left is level design.

So, You guys can expect a Five Episode Game by end of Dec. 09!

So, enjoy.. And Here's the Download Link -

- Download Here -

Real-Live : Shot a Hermit Crab!

Well, I just remembered that when I had gone to Murud with my cousins, we found a Hermit Crab on the Kashid Beach. It was awesome. We picked it up and got it on the open sands, where it demonstrated it's amazing walking skills with the shell on back and posed really like a professional model for out shots! I just scanned 'em for you all... Have a look...



Warcraft 3 : New Map Concept : Name Pending

The simplest concept for a map but endless playable possibilities. The concept is a customizable AoS with a feel of great battle. While you control your hero and also train forces that become the mob waves.

When played in 4v4 full on - the game becomes chaotic. Extremely large amount of armies colliding with ultimate conquest of destroying enemy base and outnumbering the opposing forces completely. The game also features many Old Warcraft 3 heroes with completely new skills and abilities that really can make the game interesting.

The armies and Heroes are primary focuses. Units created have heavy stats and not really easy to take down. Plus, the abilities are designed for not only the usage against heroes but also to affect, damage and destroy armies. The completely team oriented gameplay makes a significant difference from the general AoS genre.

The basic Idea is to destroy enemy Magical Vault. You have an Altar that is determined by the race your choose at the game's start. Then, you can choose your hero that is offered free, and addtionally must train forces that overwhelm and defeat the enemy. You can train forces at cost of Gold. But once trained, they automatically charge on the enemy. They use their abilities and skills automatically, which you don't need to worry about at all.

Micro$oft Cars

If Microsoft was to enter the vehicle business... I just wonder how the scene would be...
Well, let's try to imagine, Can we?

  • Each time they repaint the lines on road, You'd have to buy a new car.
  • You need to create Admin or Limited User seats before using the car, plus only one person can use the car at a time, unless you bought Car NT, for which you'd have to buy Admin or Limited User seats.
  • New Admin or limited user seats will force everyone's ass to be of the same size.
  • The car may restart itself. But if that happens you'll have to begin the journey all over again.
  • In care of accident, Air Bags would ask "Are you sure?" before deploying.
  • If radiator overheats, the Blue Screen of Death would appear on windshield.
  • Navigation system must reboot each time the car is started.
  • The car may stop responding, and you'd have to close all windows and reboot. Be sure not to suffocate yourself to death while rebooting as all windows will be closed.
  • If the car's engine doesn't start, disassemble and reassemble it. Trust me, problem solved.
  • Car will only be compatible with Microsoft Gas but you'd be able to run it on third party OpenGas.ORG
  • The Headlights, Steering Wheel, Brakes, Paint will be sold separately in the Microsoft Car Plus or Microsoft Car Power Toys pack.
So, Browse the Web while driving these cars and wonder why they crash so often!

P.S. I recently found out that Microsoft gets their new employees DNA checked to ensure that they are Humans. This is to stop all Apples and Penguins from infiltrating Microsoft Empire. ;)

Life Outside the Code

Well, it'd be really surprising to have me write something like this, but I really am looking through the window. I can have a look at the life outside the Code.

What I really mean by Life outside the Code? Well, it means everything... I can take a break from my regular routines and do something else. Plus, that simply means I won't be touching the programming at all for the few next days...

Let's just try out the Life outside the Code. Shall we?

GML: PerformR! New Visual Treat

Some images to demonstrate how exactly you can product the high quality visuals using PerformR! These images are taken using a built in Screenshot mechanism but you can use any third party tool like Fraps, ScreenCapture or CamStudio.

Now that I might get to work on the next version, probably improving the graphics functionality, some more visuals are likely to get added. But the file size would increase. I may not be able to keep the file size below 10 mb. So, probably releases will not be that frequent.





GML: New version of PerformR!

Hey, just to let you guys know... the version of PerformR! is here...

This version contains nothing new except some new sounds and a switching system.
You can press 1 or 2 on keyboard (not Keypad) to use either distorted guitar or bass guitar, yet, you still need to enable the sounds by pressing Space once.

The Low Pitch variations have been removed after I found a small bug in the codes that wrote for them. So, this one only has single set of seven notes one for Distorted and one for Bass.

The graphics part is exactly same as before. Nothing changed there, though.

More sounds will be coming up very soon. Stay tuned.

And Download Link - Click Here -

GML: PerformR! How to Rock the Show...

Well, I have said a lot about PerformR! but didn't say anything about how to use it... Well, also this is the 60th post of the blog. So, I'll just explain a few basics.

Firstly, Make sure that your keyboard is tough and sturdy, as you'll be pressing a lot of buttons so fast so just to make sure that all goes well.

Then, most importantly, turn off the sticky keys. Cause you'll be pressing Shift, Enter and Backspace for quite a while and that can trigger the annoying sticky keys.

Then, when you're all set and ready to go... Pick up your keyboard and hold it exactly like the image below...


That should give you the optimum hand placement for the Performing. Now you can use your left hand to hold down either of F1, F2, F3 or F4 or even multiple keys and use Enter to set off a burst of particles from the center particle. So, it's exactly like playing a guitar... You can hold down the chords and pick with right hand.

Plus, you can also use Shift key to catch a beat. When shift is pressed, it will emit a ring of effect from every primary particle on the screen, it gives you a great effect of rhythm or beat. You can also hold down the Shift key and then whenever you press Enter, it will create rings effects plus particle burst at the same time. It's a great effect to catch up on the Bass Guitar or Acoustic Guitar.

Plus, Backspace gives you a screenful of effects. It will create a burst of secondary particles from every primary particle drawn on the screen. This may be alittle hard on memory but I'm sure that you guys have a lot better machines than I do. So, using Backspace will allow you cause much more effects on the screen, probably great for catching the Overdrive effects.

Most of advanced keyboards will be useless for you to do this trick. You'll better have to get a multimedia keyboard to do it. Cause you can control the Media player on the fly with multimedia keyboards. Plus make sure that width of the keyboard is also not too much for you to hold it properly.


Well then Enjoy!

GML: New Ideas about Perform-R!

Well, it looks like I kelp you all well up-to-date with Perform-R! progress. And since I have uploaded the latest version that included the sounds as well. You guys should not complain anymore about me not letting a clue about what is going on.. ;)

Well, as I said earlier that I was planning on improvisation of the Perform-R! but haven't got many ideas as in how should I do it. Addition of sounds was a nice idea, but it will force the increment in size and I won't be able to upload bigger files on internet thanks to my slower connection.

But today is different. I have found some clean sounds on Internet and as I already have Audacity, changing pitches is an easy job. So, I'm going to do it today.

As I had already added Overdriven Guitar sounds, I can change the functionality to accommodate for three to four variations that I have already achieved. Hope you guys really like those. Cause I am not a Guitar Player myself, so I don't really know how it works.. So, if I get anything wrong, please don't flame me on. Instead, tell me where I went wrong so that I can improvise and make that right.

That's all for now. Expect a release tomorrow, Okay?

GML: The New PerformR! is here, again!

Well, hello again.

This time, I have uploaded a better version of PerformR in a RAR file on Kupax. (Thanks to Neo for the wonderful hosting)

This version changes most of the things. firstly, the way the particles are drawn on the screen. This also changes the way Backspace Key works. Now it creates a secondary level particles that cannot create anymore particles. So, hitting Backspace will create particle burst only from primary particles that are emitted from the center. Also, enables the keys from F5 to F8 to allow same actions as F1 to F4.

The major change is addition of Left and Right Keys functionality. It will instantly add a spin to the particles on screen, allowing you to create stunning visuals and combo up more. It would enhance your already limitless creativity to no ends at all.

Plus. I have added some sounds for testing. Press Space to toggle them On or Off. F2 to F6 will have sounds You can combine your fret keys with ENTER to make sounds. Plus, you can hold down SHIFT to play a lower pitch versions of the notes. Right now, the notes are pretty crappy. If anyone has clean notes, I'd be more than happy to receive them from you. Of course you'll be given credit for the notes.

So, this makes a basic level composer along with great visualizer (which was the primary aim)
I hope you'll definitely enjoy this release. Thanks!

And yes, the Download Link - Click Here -

Enjoy! And some latest screens from the newly improved engine.




GML: PerformR! is Here!

Well, Hello everyone.

I have always wondered that how awesome it would be if you could control the visualizations that come up on the screen during the song being played on Windows Media Player... Or maybe WinAmp. But I did not know much of the programming that time. So I just could not think of a way of doing it.

Later when I saw Guitar Hero games, I was really excited. Thought I could really create something like this on my machine.

But, unfortunately, Interface of Guitar Hero was pretty boring for me. I did not like the idea of hitting notes at timings. It was pretty much defined, unlike what I prefer - The Sandbox mode.

Then, I encountered this Pic on net, and it sparked me up an idea.

The, I thought that it would be great to create something based on the pic above. I could find the optimum button positions and then I thought of the beats as well. Thankfully the effects systems on GML could really support this one.

I got to work, and brought up the Visualization idea in the front. You are now the performer! You perform on your keyboard to create awesome visualizations for the song that you can leave playing on the background. Or maybe on the headset as well.

If you have a large LCD, you can perform in the house party to shock the guests and show off your talents, or just relax for a while and perform on the songs when You're all alone.

The PerformR guarantees the great performance with best possible graphics with GML to date. Till the new effects library comes up from YoYoGames, this is the best visuals you can get.

Wanna take a look at what graphical feast you'll get? Look at this...


And yes, the Download link is located on the Top Right corner. Try it out.

Well, and as final words, Make sure that you turn StickyKeys off before playing.

Hi and I'm back

Guess what, I got a free time that I can put into my Blogging and some of my projects, so consider me almost back. (Well, not completely and full time as before)

Plus, thankfully, since I have no intension of resuming the work on BftC:R I can devote my time on GML instead and create some new interesting Mini-Games. Now, the puzzle genre really interests me, so I can think some concepts of a new puzzle game using the little extra time I have got.

The very first concept comes to my mind is of the puzzle game with strategy elements. I can make some 2D graphics to make 'em appear real nice and that's what I like.

Plus, some extremely great projectile motion and puzzle elements can turn out interesting. Let's see if I can do something about it.

Leave Note...

Well, my academics seem a little speeding up now, as my vacations are over and as you know, I have to focus on the studies.

So, I may be gone for awhile, but I'm not gonna let my projects here die. I will update them and post here as I find time.

Many teachers are keeping a very sharp eye on me as I demontrated some great capabilities during my last academic year. So, to make a long story short, I'm on a hitlist. No wonder I'd be drowned in work and is definitely gonna be Overworked / Underpaid situation. But yet, I'll be right here whenever I find time. Updating the stuff and keeping you informed about all new activities I'd do both in and out of the Academics.

So, that's why a little leave note...

And the least I can do... The Beta V3 of Grid Control - Thanks NEO, You KUPAX rocks!

GML : Quickie Updatie...

Well, as what Amidos has suggested. I have added a Glow around the Structures. Plus, I had increased the difficulty of the waves by one level. The new file has been uploaded to my generous host Kupax.


Here's the Link - [ Download ]


Quickie :
Oh well, Thanks Amidos, your suggestions do worked out. I just have to test this on both High End and Low end machines and and then I can think about more improvements. Cause right now, I'm using a low end macine to work out on this, I would require a little help to figure out how exactly it would look on High End machines. Practically it should look the same on every machine, but I'm nor very sure.

By the Way, I'll welcome all ideas that would develop this further... I liked the game so much and had a lot of fun trying to survive a long as I could.

GML: Grid Control Playable...

Well, Hello again...

As of now, the version of Grid Control - The Real-Time Tower Defense is now in the playable state. I have implemted the Cash system and a scoring system plus the enemy levels increasing in the difficulty and numbers as you play more. Here's a screenshot of my Impenetrable defense network, that took practically about an hour to build up.


Note that the Cash you start out with is greatly limited, though enough for a survival for the early stage. Remember that placements matter a lot as there are different kinds of enemies. The most basic ones head for the castle and when they touch the castle, they steal money. The other kinds include the ones that head for the Stations (O's) and The Power-Lines (X's). Destroying it and hence taking down the entire brach of the defense network.



The innovative gamepay and defense system that make this Tower defense stand out from the usual ones... It has mostly an automated gameplay, high level Enemy AI. Thus, minimizing the micromanagement mostly required in RTS-like games.


I hope you guys liked this one. Quickly try out and tell me how's it.. Download link is located at the Top-Right corner.

Oh yes. If you are wondering about the Tesla Bolts, I turned them off in the screenshots. You can press X to deactivate them if you observe the Lag in the gameplay.

GML: Improvements...

Working on same project that I had started some days before, I have come to think some really out of the Box ideas. I had decided to make this a Tower Defense style game, but a lot more involvement with Real-Time Tactics and very tight resource management.
Not much of the picture is clear at the moment. But you people can believe that a real kick-ass project is in the works...
I had tries a fancy system of pathfinding and plus, a very nasty type of special effects. You can see it in the screenshots below - perticularly on the trail of the Red Enemies and Green Defender Bots.
Many new possibilities are opened when I tried out the new Special Effects for Graphic Trails. And allow me to present a few screenshots...


Defender Bots

Defender Bots : Attacking a few enemies

GML: Brand New Graphics... Testing...

After a lot of experiments with 2D Filters, Blend Modes and anti-aliasing, I have created a lot better looking graphics. Plus, I have been testing out the Tower-Defense style - Aligned Placements. Combined with a nicely Blended Out and Anti-Aliased filter, and a RTS style Mouse control for placements of objects. I have finally succeeded in making a Brand New Graphics style.

For this minigame in making, I am calling it Grid Control. It is more like a Real-Time Tactical Tower Defense.

Though this style might have been already used for many commercial games, I am kinda proud of this as I have created it without any heavy renderers or commercial engines. I have used GM resources and GML heavily.



Early Version of Grid Control


But then, I thought the gridlines should not be visible from the start. The filter would reveal the Gridlines, like a Neon Glow attached to the mouse pointer.
So, I got to the work again, and came up with a solution. Now I am able to quickly work out many versions of the Filter, and modes.
The Screenshot you see below is a perticular example of Additive Blend Mode.



You can click on it, to have a bigger image, in which you can clearly see the Neon Glow around the Mouse Pointer.


Current Version of Grid Control


...Sid...

GML: BlockOut Engine Complete...

Well, a great news for all of you...

The BlockOut Platformer Engine is complete. The whole source code is now much more optimized and fully functional. The engine is fully working and developed.

The newly updated demo of the engine features a Tutorial level and a Test level.
In the tutorials, you are made familier with all basic aspects of the game, like movement, enemies and traps, and Most importantly - The Black Glaive.

The glaive's code can be a bit difficult to port on the other platforms, but it can be easily ported and customized on any other GM based Platformer or TDS. The collisions regarding Glaive and basic Enemy AI work perfectly on both Platformers and TDSs.

The new Demo also features a Barrier Trap that can be disabled by a switch. Good thing is that these codes are also easy to quickly port over the other GM based games. (Simple three component code) Again, the switch activation can also be customized. As I have allows Glaive to activate switches as well. That means, in your own games, you can use a Bomb, Gun or any projectile weapon to activate the switch.

The Enemies are way overpowered, but again, customizable. I kept them overpowered as I wanted the Stealth part to be prominant in this perticular Demo. Enemy AI has been greatly improved, and now the advanced movements, like Random Turns and Sub-paths are possible, though they still require a ridiculously tedious design aspect.
(Well, you can see that in the final part of the tutorial level)

But, note that the Random routines of the enemies require a bit of processings, so too many of them can slow down the system.

The Physics of the objects has been greatly improved, though not the direct part of the gameplay except for the Glaive, these Physics remain as more of the Eye-Candy. But yet, they still require a lot of processing powers.

The effects used in the Demo are simple Sprite based effects, though look nice thanks to the Additive Blend Mode graphics.

The HUD - Heads up display has been moved to the bottom, and right now only has the Hitpoints bar. (This part is not so customizable, though)


- [ Download located in the Top Right Corner ] -
- [ My Current Projects ] -


I hope you'll enjoy the Demo provided.
If you are a GM user and want the Source Codes, Contact me.

BTW, if you guys haven't noticed, The Blog has grown 50 Posts old. With this being the 50th post on the Blog.

...Yeah, Go and Celebrate!

3d Realms Shut Down...

6th May 2009 must be the most unforunate day in every Gamer's life... This is the day when the most famous studio in PC game developement has been shut down - Yes, The 3D Realms is no more...

The creators of games like Biomenace, Balls of Steel and then infamous Shadow Warrior, Wolf3d and recently Max Payne and Max Payne 2 and, most notably - Duke Nukem Series.
The major reason behind is the publisher - Take-Two Interactive, that had moved agrresively and filed a legal against 3d Realms that they had not completed the latest installement in DN series - DNF - Duke Nukem Forever. But, as many of their lead developers left the studio and 3dR had difficulty in the completion of DNF.

The agrression of Take-Two continued, and Lack of fundings to continue after DNF had finally resulted in collapse.

As the result - 3d Realms is no more... (Till they come back, if at all)

GML: Yet another Update

Well, no Screenies or Videos for now, but a quick batch of Updates in the Block-Out engine. I have completely reworked the Platformer Movement code and now it functions a lot better than old Sluggish code. This code is new and Optinized, can be easily ported over other Platform games that I might create in future.

The Glaive has been sigificantly improved. Firstly by Visual standards and secondly by code. Now we have a twice deadly Glaive that looks thrice better.

Secondly. The enemy AI has been greatly reworked. Now, Enemy can actually SEE you. The Blocks and stuff will definitely obtruct it's vision and you have a clean visual indication that he can see you.

The Movement routines have been greatly reworked. Now, with simple Waypoints, you can create paths for AI that AI will follow. Yet, AI is quite simple, Walk from Waypoint to the next, Scan for Player character, and if found, Fire at him.

What I am trying to do is to create a Platform AI. As most of the Spherons are capable of flying, Some are not. So, I have to take that in account as well. (Also you have some Evil 'Blockies' that support Spheron Empire for thier 'Greater Good'... You know... Traitors)

Stay Tuned. Lots of Updates underway...

...Sid..

GML: Updates... Updates !

Well, Today I found out that making a simple enemy AI is quite easier, after a little experiments using Block-Out engine.

What I wanted my enemies to do is move along a defined path, Scan for Player Character, and when he's seen, i.e. No obstacles between, then fire a barrage of bullets to the player. (Ofc, this accounts the Stealth mode)

So, after a little experiments with pathing maps, I could successfully make Enemy AI, but the problem encountered was rigidity. Something that I hate. Using Pathing Maps will not be freeform anymore, So, I had finally made my own Pathing system.
(Similar to Waypoint AI system that I used for Warcraft III Mods)

Additionally, G Field the game has progressed well, The game is now in the Beta 8 Stage, and the additions of Musics and Sounds is being made. I am using many freeware sounds, but you'll hardly notice the difference between those and Commercial qualiy sounds... Stay tuned.

...Sid...

GML: Block-Out Engine... Have a 2D Dark Sector.

I was pretty much inspired from the latest PC game - Dark Sector. (Read Review Here) And I decided to do something very similar to that, Ofc with GML and I though a Platformer Engine would definitely suit it. So here I present - Block-Out engine... A 2d Version of Dark Sector's infamous glaive.





The trick here is the Glaive. I liked it very much. I used the modified G Field 3 engine to Guide the Glaive when it's in the air and the result was pretty smooth... Again, Glaive presented some of the challanges, Like you cannot always hit the enemies. When you first throw it, Glaive is trown with a great destructive force... But when it hits Walls or something like that, it will lose the power and not cannot hurt anything. Then, you must steer it back to your character - a small whimpy Block, who catches it. And then you can throw it again.

Fun was the engine design, I had to combine Lauch It! engine - The third engine in Physics SandBox series, to make a Smooth looking jump. Some nice Enemy AI that fires at you if you reveal yourself to it. (Well, that you won't see in the Video, I'm too stealthy...)

And Ofc, a Stealth System that allows you to perform some amazing feats.

I hope that you've enjoyed the Video, and if you think that the whole game must be made out of it, just let me know your ideas and concepts.
(I intend to make it a Story-driven game with some really Cartoonish Graphics, But high-level gameplay)

So that is all for now, folks... Soon meet you with some other great stuff.













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... What? Oh I almost forgot.... The Download Link





...Sid...

Taking a Break... Are you insane?

Well, after much of the work, specially on G Field the Game, I'm strongly in need of a short break. Otherwise, my head will explode.

Actually, that's the funny story. I got so little time and so much work to do. I have got to finish G Field the Game and make it upto a very stable state. Yet, I have done a lot into the coding part of it, and yet, I feel like much more is actually remaining.

Similar is the case with BftC : Reloaded. The project again went on hold despite being so close to the release. (I bet the people out there are gonna kill me for that)

So, what I need is a little time, to look back, and analyze the whole situation. Decide what I am gonna do next, and then, actually, kick back and enjoy a few hours away from GFXs and SFXs code, Engines and stuff. That should really get my head stop burning.

But again, reconsider, what's wrong being drowned in the work? I mean, I'm doing something that is going to help me a lot in near future... Plus, this is the only free time I have got. What if I waste a single minute? Will I get that back again sometime... ?

I guess really not. So, here I go again. Taking a break... Are you insane ?

...Sid...

GML: And G Field the Game is nearly Done.

What you read is absolutely correct, people. G Field the Game is now in completely playable state. We just have to add a few more levels and it shall be done.

The plus point is that the core engine is absolutely ready and in Good-to-Go stage, unless we plan any more Last Minute additions in the Game.

Features
- Exciting Physics / Gravity and Collisions
- High Quality /Smooth Effects
- Lighting Engine
- Challenging Level Design
- Great Puzzle Elements
- Free style Gameplay
- Dynamic Terrain
- A User-Friendly Mouse Guide system.

The Mouse Guide system had been reworked as I already published in my previous post. It now provides a great help to the players, rather than the previous system that showed a little weird pathings, causing the Particle having shoot-off in random direction sometimes. The new pathing algorithm is now guaranteed to work for at least 90& of the time.

The Physics Engine has greatly been improvised, and the major success what actually associating mass and momentum with the particle itself. The systems were available in the Toy Box engine, however, they were not implemented completely. The enhanced Toy Box engine is now really functioning well.
(Except for some small issues, which I believe are quite minor)

The visual quality has been greatly improvised. Smooth Blend mode, combined with Vector and normal Pixel art give a great feel to the game. Making you feel like playing a retro game. Now, the Game does not require any Resolution adjustments, and hence will work on all systems having at least 32 MB of Graphics memory.

The Lighting engine was the greatest challenge I ever faced in the design and scripting. Fortunately, it worked out quite well, Just as I had already planned. The major part behind he success was a great planning. A well planned work is half done. My method worked out pretty good, and for that, I thank many people for support and encouragement.

Gameplay has been greatly refined and I daresay, addicting. I myself find this game much more better than all games or GM projects I created so far, I my be biased, but it's what I feel. The high quality and challenging level design is the greatest part of the success.

Mainly, I had always believed that the Gameplay is the part that makes your game good and not the Graphics. I myself find quite addicted to Super Smash Bros. despite lack of Great Graphics, or flashy effects. After all, It is the Gameplay that defines your game and not the Graphics.

As a final note, You'll find that the FPS has been greatly dropped in the Videos, it doesn't happen in the normal gameplay. I just used CamStudio for capturing the videos that that is the sole reason for the Drop in the FPS. Otherwise, the game should give 25-27 FPS on average machines and a constant 29-30 FPS on HD machines.





So, enjoy the video folks, And Stay Tuned!
(Beta 6 Preview)

...Sid...

GML: Mouse Guide Pathing Improved

Well, I have finally done it. The ugly pathing problems with earlier version of Mouse Guide has been removed. And there is no functional problems encountered so far.

Actually, the whole code for the mouse Guide was tweaked and reworked in order to to get the new update up and running. Thankfully, the old code was optimized and hence, New code could easily fit in.

Again, as another minor update, I have switched to the former SFX system, and hence as a result, there is no Resolution or Color Depth switch while start of the Game. That means the game will go smooth with all possible resolutions.

Plus, now the game runs in a Full Screen mode.

...Sid...

GML: New and Improved Engine.

Well, after much of the efforts after polishing and improving the code, the new and improved plus optimized version of the Engine is done.

This includes many significant updates, mainly, new graphics that look beautiful and work brilliantly even on the older machines. I had to do a lot of work with the display modes and optimize the codes in order to get it working.

I can list the Changes below.

New Particle and Attractor Graphics
Yes, new and better graphics are added, that look a lot better than before. Now the particle looks like a composition of both Yellow and Lime Green. (The two signature colors of the Two creators)
Additionally, The Attractor AoE is also drawn on the screen, You can see it as a very faint blue circle. The new graphics effects do not affect the gameplay or the Physics engine, but rather help the player in further plannings.
But, The new graphics now require 16 Bit Color mode, instead of higher 24 Bit or 32 Bit, so the game would actually Autoswitch to the required color mode, causing the screen to flicker for a moment, and then Redrawing the whole screen.

Improved Collisions
The Physics engine has been improved to handle the collisions a lot better than before, specially the old Toy Box engine. The momentum has been considered and the Collisions of two moving objects have been handled pretty well. Now the physics engine and particularly Toy Box engine would not need refinements at least for a month, when I shall plan about my next GML project.

Mouse Guide
The Mouse Guide Gauge had been included in the engine. The Meter is drawn on the screen right below the Remaining Attractors display. The Gauge will drain quickly when SPACE key is held down. And when the meter is completely out, you cannot use the Mouse Guide at all. But, it will regenerate over time when SPACE is released, and hence becoming ready again.
Also, the Damping factor has been reworked, and hence a small glitch has been correted.

Still, the Mouse Guide pathings need to be updated. I shall have to rework the code.

Cache Data Optimization
The Level Restart system recently added uses the Cache data, which is physically dumped on the Disc. Yet, actually, due to the physcical dump, it was possible to figure out and hence exploit the data and hence the whole gameplay. (Of course, NOT the Physics Engine)
So, the Data dumped has now been optimized, hardcoded and also, cleared off after each level.

GML: Level Restarts Done

Well, friends.

In my previous posts I had said that making Level restarts could be troublesome. And trust me, it was. However, in the end, a little smart work has done it. Instead of going back to the Code and crossing the swords with it, I have worked 'smarter' and not harder.

So, in the news, we have it at last, The level restart system is done. You can quickly press F2 key anytime to quickly restart the current level. All your saved Attractors will be restored back in your stock. And the game would restart the way it was pretty quick.

At long last, the game's core engine is more than 80% done. Now, all remains is a Highscore Recording system. (Nevermind)

Plus, a minor update in Physics engine now allows a better collisions and detection. Let us hope that these updates really increase the fun in the game.

Stay tuned...

...Sid...

Few Tips to stay motivated for Game Developers

Well, I have no idea how useful this is gonna be, But I myself follow it...

Don’t set the bar to high
Obviously, don't expect much from yourself, without estimating your capabilities. Know what you are capable of, and think about your Pros and Cons. Then and only then, plan out what you are going to do. A well planned game design is half the work done.

Attack it in pieces
Do NOT rush. Proceed towards the game in baby steps. Make sounds, graphics, AI, Core engine, Physics Engine and so on. Going on in this fashion will help you stay motivated and focused.

Take Breaks
Most effective and essential. Take breaks, dude. That's gonna help you a lot.

Start Small
Again, in combination with the first one. Always start small. Example, never rush to make a whole 100 Level game. Proceed with the aim of making 10 levels, but the good ones. Then if you feel unsatisfied, you can proceed easily.

Get a friend interested in your Project
Never ever fall prey to the "Top Secret Project" trap. Always have a friend who's interested i your project... Nothing's more motivating than a dear friend of yours asking how your Game's coming along... It's really motivating. I have my friends who always discuss out the further design and many who are interested in the Core engine. I love you Guys, You're the ones who help me stay motivated.

Find the Project Partner
Even better than getting a friend interested is working with that friend.
Supposedly, this should halve the amount of work you need to put into your game.
Realistically, it turns out to be quite different. As fate has have it, one person will take the role of the worker while the other inherits the job of the slacker.
Plus, Working with someone else also means you’ll have to share credit.
For some people this is not desirable. Just make sure you know your friend well.

Turn off the Internet
It's harsh, but true. Turn the internet off. Log off the Forums, Facebook, Mails and even Orkut. These things waste a lot of your time and you'll eventually feel bored to continue on your project. So, better keep 'em away. These are the words out of experience. My most brilliant works had been done when I was cut off from internet.

Coffee
Grab it, Drink it... whenever, wherever... And whatever!

...Sid...

GML : More about the Mouse-Guide

Well, it's not really much, but just a bit more about the Mouse Guide system added recently.

The system was made to make a game bit easier to the players. The central idea behind the Mouse-Guide system was only the Trajectory, rather only the direction of the Orbit. As, sometimes, you can land up with an orbit in quite undesired directions, so here's your chance to correct it out without losing any more Attractors in your stock. Plus, it is a lot helpful to the players, taking a Quick-Edge turn.

Initially, the Mouse-Guide used to fuction automatically, right when the particle is inside the Orange circle around your mouse. Now, however, it is an player Colntrolled feature.

After when I designed it, I realized that auto function of the Mouse Guide could turn troublesome for many players, so then, only today I reworked it, and have turned it into a Player Controlled feature.

The Mouse-Guide now requires the SPACE key to be held down. In simple words, when you hold down the SAPCE key, the Orange circle of Mouse Guide will appear and you will be able to use it, when you release the SPACE key, it will go off instantly. Quite easy and handy, right?

Additionally, the circles drawn as the Attractor AoE indicator and Mouse-Guide indicator were previously using the direct rendering methods. Now, I have changed the render method to the Blending mode with Alpha-Channels, making them about three times smoother and graphically much more appealing than before. Extra segments increments, have caused them to be a lot nice looking, but quality comes with the Trade-off. And you might experience a little slowdown while playing the game on Slower computers.

Also, now with the new Lighting functions and the Blend mode has raised the System Requirements of the game, now needing about 32 MB Graphics Memory. But nevermind about that, as todays computers are most likely to have at least 128 MB of Graphics on board.

I would soon upload a Video of the new changes in the Mouse-Guide system And New Render Modes. But, stay tuned people, more changes are about to come...

...Sid...

GML : New Revolutionary Gameplay Systems

Yes, I have made some system improvements that will change the Gameplay of the Game to the whole new level...

What I am talking about? Well, I am talking about the new improvements of the G Field the Game, I have made a Mouse-Guide system that will allow players to guide the trajetory of the Particle to whichever direction they want. However, the mouse-guide will work only if the Particle is caught inside an Attractor.

In the video, you'll see a Small Orange circle around the mouse. This is your Mouse-Guide AoE. With this, you can guide the Trajectory of the Particle, slightly increase / decrease the orbit radius or quickly take the Particle to the other side of the wall. Really useful, eh?

But notice the danger as well, If you accidently decrease the orbit radius, then, there's no way you can increase it again without placing a new Attractor...
... So, use it with extreme caution.
(Balance issues... Hehe)

Also, the new Guiding graphics, a strong Orange colored bolt...

Additionally, the most different concept in the Puzzle game of these types so far...

The lights-out situation...
Yes, you see absolutely nothing in the whole level except the target, but the walls are only to be revealed when you get closer...

This means, that you'll never have an idea of what's coming up next against you, and never even come to know if you have even taken the right path ?

But don't worry, You have a little Extra supply of Attractors if you encounter such levels...

Just Stay Tuned, Guys....





Okay, now the little technicals, The G Field 2 engine was seriously tweaked to allow the new Mouse-Guide system. But I took an extra precaution as in not to allow the player to interfere with the Radius of the Orbit part. ;)

The Guide still follows the collisions well, in fact, brilliantly. The Toy Box engine is not affected at all, the whole code for Mouse-Guide was injected inside the G Field code part.

Also, now if have began to woder how the Lightning system works,
Please note : I'm not going to tell you that. ;)

...Sid...

G Field the Game - New Systems

There had been many updates in the G Field the Game.

Mainly, the new Helper and Stock system that had been implemented. Additionally, We had been thinking to go Episode-wise in the progression of the Game. Each Episode contains of 10 Chapters, in the increasing difficuty.

The most difficult chapter is always the last one in the Episode.

Secondly, the tesla bolt is also drawn from the Mouse to the particle, indiciating if it is in the range or not. Plus, due to the bold drawn, it would be a lot easy to estimate a Normal direction and hence the would be trajectory to the Particle from the current Mouse Position.
(The Drawn Tesla bolt will be of Green color, whereas the Bolt from Attractor has been switched to have Blue Color)

Plus, The bolt from mouse will change to Red if you have No Attractors Left.

I am working on a new system such that it will only allow you place Attractor only if the Particle is in the range, else It would give out a Red Ring as an alert. This was done to prevent misclicks and hence player losing a precious Attractor.

Also, the Attractor Stock system has been greatly changed. The remaining Attractor are displayed at the Top-Right of the screen, as you can see in the Video uploaded.
Plus, now you cannot have more than 20 Attractors in your stock.

These changes are minor, but significant from the Gameplay aspect. As they improvise the visual appeal and gameplay, making a lot easier to play.

Many levels have been added so far. Making a total of 10 levels now. Plus, many of the levels are now reworked, making them a little less difficult than before.
(Yet, still toughter)

The last hints, do your best to avoid the walls, If particle collides with it, it will lose the speed, and hence you'd need an extra Attractor to cover the same distance.
Plus, it is necessary to learn the Physics if you want to win this game, so Do it!



Again, the game is nearing it's final look. Please, Do not be diappointed by the Vector Grapics, Note that it takes no copyright to make and use Vector Graphics. If you officially own good image editors like photoshop or Uled products, then you can definitely be a graphic artist for this project.

Also, the game would have many more levels than featured here... You'd love it, stay tuned.

And finally, I shall discuss some technical stuff here. I had previously said that it would be possible to quickly restart a perticluar level that you are on. It seems that it would take a lots of coding to do that. When I coded a Level Transition from one to another, I hade actually not bothered about making backups. Thus, now it is really difficult to restart it.

...Sid...

DotA 6.60 Beta Leaked! New stuff confirmed.

Yes, thanks to many more dishonest beta testers out there... DotA Allstars 6.60 Beta has been leaked. There are plenty of changes spotted, mainly the arrangement of Hero Taverns and Two new Heroes.

The Hero Taverns have been greatly reworked. Now there ware 9 taverns, 3 for Sentinels, 3 for Scourge and 3 being Neutrals. Each Type is divided further into STR / AGI / INT. Neutral Hero Taverns feature all the most 'popular' heroes of the DotA. Like Viper the Nether Drake, Jakiro the Twin Head Dragon, Kael the Invoker etc. (Many other heroes in this tavern are Ogre Magi, Tinker and Necro'lic) Note that Neutrals can be chosen by both sides in League games.

Now, as the BIG news, addition of Tauren Chieftain and Troll Batrider is a Major attraction in 6.60. The skill data is not yet confirmed, but the Stats have been leaked.

Batrider is INT hero, located in Neutral Tavern, and stats are -
19 + 2.1 / 15 + 1.5 / 24 + 2.5 (Yea, Much of a Tank Caster)

Plus, Tauren Chieftain is Sentinel STR hero, but the stats are NOT confirmed yet.
(Not even name is confirmed... Stay tuned)

...Sid...

GML: New Game in the Works...

Just to let the readers know, A new physics-enhanced-puzzle game is in the works...

The game implements the well known concept - Gravity. Yes, it's a puzzle game that involves a lot of timing, thinking and more importantly, concepts and understanding about Gravity.


The aim of the game is fairly simple...

You have to help a little particle to reach the target, but it's not that simple as it sounds.

Note that you have no direct control over the particle. Instead, you control the Attractors. You can set the Attractors and remove them, generating a Gravity field, or suddenly removing it. This way, you can orbit, and also project the particle, with Varying velocity...

That means you must be good with physics, esp. with Gravity and Classic Mechanics. I myself find this game very challanging and tough to play. 

The key lies in saving up the Attractors for later use, Less the Attractors you use, the remaining are added to your stock, hence, you'll be able to use more Attractors in the further levels. This makes you think and play rather than play in reckless fashion.

Pay very close attention to what comes up on the screen, Remember the hints given and plan accordingly. Or else, your game's over.

So far, The game will not allow you to restart a level, Instead, you should restart from the begining. But, I shall soon make a Restart Level Capability as well. 
(Duh, A little more coding and stuff.)

The game iself uses the modified engines of G Field and Toy Box. You'll notice that I have reverted to the engine of G Field 2 instead of G Field 3. Despite having higher degree of accurecy in G Field 3, I had to revert back to the G Field 2 engine. As, the reason is simple. The gamer must be able to keep up. The game is significantly challanging by now, If I would have G Field 3 engine, it would have become near impossible.
(Additionally, Toy Box engine was not compatible with refined and optimized code of G Field 3) 

Now, why Toy Box engine? Why not use more accurate engines?
I mean, GML ports of PhysX and NewTon and available? Then why use ToyBox?

Well, the reason is simple, Toy Box, even being shabby, unoptimized, it's my engine. And the ports of PhysX and NewTon require the Commercial licences to use.
(Why should I pay for it when I can make it myself?)

You'll be glad to know that the Internal Alpha version of the game, containing 6 levels and a average looking Menu-screen is done.

Here's a video of showing the current look of the game...


Note that this is internal Alpha. There will be significant amount of changes in the final release.

If, you are still wondering what is G Field Engine?
Here's a quick introduction.

G Field is a Gravity Engine. I wrote it myself using classic Newtonian formulae and it supports all basic Gravity functions, including elliptical orbits and even fly-by's. The basic mechanics behind G Field can be easily understood by a high school level student, though implementing it in such a way was really a challange.

My aim while making G Field was to provide students and other my friends a playful platform where they no longer need to rely on the imagination to see how the particles act under the Gravity.

The initial release features pretty primitive Gravity engine. Though subsequent upgrades G Field 2 refined the code and provided a way to see the complete dynamics even by setting Attractors in motion!

The final upgrade G Field 3 engine is a full fledged Gravity engine, supporting all Gravity functions that I described above.

If you want to take a look yourself, Here is the link

New Template...

Hello people...

I hope you're enjoying this new template I have put up. It's quite comfortable to handle and looks too nice. Though I miss the old Anime / Manga view corner... I think this is still fine.

Do you want Anime / Manga corner to return?

Plus, I might add up a Screenie of the day corner... Let me know your comments...

Complexity Increments...

Well, I agree that the Blog is about Warcraft, but about the Experiments as well...
I could not stop thinking about renaming it as

- My Warcraft / Experiments -

Anyways...

The biggest news of today is that I have finally figured out the Cloth Simulation using GML. It's sweet, I liked it.

I have uploaded a small, cute video of the system... Check out.




Well, if you check out the video, You'll find that most of the regular cloth physics are nicely followed. The funny thing is that it follows the "Rope" physics. and cloth is treated as a collection of such Ropes. Interesting, isn't it?

You'll see that Yellow dots are the Fixed Vertices. Though they are unyielded i.e. Can be conbtrolled by the user. Plus, every "Dot" I mean, control point can be individually controlled.

As I demonstrate here, I pull the Cloth away, strech it and so on. As each control point associates the weight with the colth, and that is additive with more such points added, remember that more control points means more accurecy, but more weight with your cloth.

Thankfully, with good gravity control, I can readuce the weight, but it probably cause negative effects on the elastic behaviours. More experiments with it will give some more results.

The system works out brilliantly so far... Let's hope it can support and work with Rigid Bodies as well. (Which seems difficult at the moment due to the vast code differences)

The New level of Gaming Shame : WoW Pod

As if World of Warcrafters needed another way to isolate themselves from the world, the WoW Pod, as described by its creators at MIT, is "an immersive architectural solution for the advanced WoW (World of Warcraft) player that provides and anticipates all life needs." Translation: it's an individual bungalow simulating the look and feel of an authentic hut within the Azeroth universe, and if you think the outside is scary, wait until you open the door.

Once inside the tiny space, you'll notice that it's entirely self-contained, and that's to discourage the player from ever leaving. Almost all basic human needs are provided, including a throne that doubles as a toilet (aww, that's gross), a cookpot, stovetop, and, of course, a computer and monitor for WoWing.

Most importantly, the hut solves one of WoW's biggest pitfalls: breaks. See, a quick pause of the game to take a break can be catastrophic to a player's avatar. Even a bathroom run or a simple snack can result in death, or worse, banishment from one's guild, so anything a player can do to restrict distraction is good. And here's where it gets scary.

The Concept of WoW Pod



When a player gets hungry playing inside the hut, he or she just selects one of the prepackaged food packs on the wall (labeled "Soothing Turtle Bisque" and "Beer Basted Ribs" to further the fantasy), holds the printed semacode under a scanner, and places it on the hot plate. From here, the hardware takes over and physically adjusts the hotplate to cook the food for the right amount of time while the player's corresponding avatar pauses the game and loudly announces the progress to others in the realm: "Vorcon's meal is about to be done!"..."Better eat the ribs while they're hot!"

When the meal is done cooking, the game is automatically placed in AFK (Away From Keyboard) mode to allow the gamer sufficient time to eat without fear of a quick strike. Once satisfied, the avatar actively returns to continue exploring, but there are virtual side effects; for example, overeating can result in avatars feeling sluggish and unresponsive to control.

To me, this feels like a giant step backward. I thought online multiplayer games did good to encourage teamwork and build communities, but never in the name of intentional escapism. This hut is the grown-up version of a children's playhouse, except that these players will probably go in and never come out. (Except for a shower, which is forunately not included)

Brilliant idea, but I guess the nerds at MIT need to really learn where to put their brains... I mean, into some really productive and useful work.

Nonetheless, this is really a NEW level of gaming shame.

Starcraft II : New Stuff.

Here's what I gathered from Blizz's Offcial Message Boards...

Dark Pylon
Long used only by the Dark Templar of Shakuras, the Dark Pylon is now used by all as the Protoss war for survival becomes more desperate. In addition to providing supply and giving power to nearby Protoss structures, the Dark Pylon has several unique abilities that require energy to use.

Yes, it's true. Karune - Blizz Representative of Official Boards has confirmed this new addition into Protos faction. Thoug this structure requires much of a Micromanagement to use, it also serves as a Energy Battery. Plus, it is a Quick Cloaking Generator that can cloak multiple units in a single sweep. Wow!

The Energy Battery part sounds like a Warcraft III Moon Well to me. :)

Zerg Queen
The Zerg Queen has continued to evolve over the last few months. She is a fierce defender of the Zerg Hatcheries and can often be found in small groups defending the larger Zerg infestations. In addition to defending her Hatchery from ground and air threats, the Queen has several special abilities that require energy to use.

Yeah, the infamous Queen is back! I dunno if she still has the "Infest Command Center" ability of hers but current queen is fearsome as well. Having many abilities like Quickly creating Creep over the target area, plus spawning additional Larvae quickly over any Hathery, Lair or Hive, upto 4 of 'em! That means Zerg unit production rate will be more double!

Plus, this baby packs a punch by Creating a Swarm, that greatly damages enemies, almost similar to the Warcraft III Locust Swarm. You know how deadly this can be. However, it is not clear if the ability is like Locust Swarm or like Tornado. Nonetheless, it is great.

Plus, Here's an extract from Official Blizz Message board...

...StarCraft compared to Warcraft III, does not focus on heroes as much, and heroes or units do not have the same experience gaining mechanic as Warcraft III, making it difficult to imagine how a Warcraft III game could be reproduced for StarCraft. Nonetheless, after chatting it up with our devs, we found out the ability to allow heroes and units to gain experience is built into the Map Editor, though it will not likely be in single player or standard multiplayer. In addition, those units can also be toggled to have the ability to carry an inventory, which is also a characteristic needed in Warcraft III custom maps. With those two additions, we can rest assured that our clever community modders can handle the rest in creating some awesome custom games...

Does it mean Experience gaining mechanics are present in StarEdit2...?
Well, In a way, Yes!

Expect a BftC: Starcraft Edition as soon as SC2 comes out!

Carrion Swarm : A New Map Concept.

Well, the map is actually a Mini-Game. Where the aim is to get your army of creatures as large as possible. You play as a Carrion Beetle. That walks around, all the time. Never able to stop. The army of lesser beetles will follow you and protect you where ever you go. But here's a difference. The army will rise in size as you defeat other Carrion Beetles or their minions. You have a unique way of doing so.

Firstly. There's a defined area. You have to always direct the Carrion Beetle as you want, making sure it doesn't touch the protective walls of the area. If it does, you'll lose a life, and hence all the beetles that you have summoned on your side. And you'll be restored with only Five Beetles.

The Beetle you command, say Lord. Has very unique abilities. He can sacrifice the minions to regain lost health, Command his beetles to attack the enemy. You can only control the Beetle Lord, and hence, this makes the game a lot easier ans challanging.

Beetle Lord has ability to sacrifice one of the beetles to regain lost health, which is done by simple keypress. The attacks order is tricky. At the moment I have no satisfactory system that can accomplish this, but it can be done. My idea of attacking is that you designate the target Beetle Lord by Simple Clicking on it by your Mouse, then, the Target indicator would appear over him. Showing everyone that who's attacking who. Then, By simple keypress you can send Beetles attacking on him. The ordered Beetles would walk upto the target, and suicide upon it. Damaging the target. At least One and At most of Five beetles can be sent attacking at a time, And when the attack is launched, enemy can see how many beetles were launched upon it. The third ability is the Defensive one. It allows you to launch a single beetle which muct not be assigned to any attacking orders, upon the enemy attacking beetles. Your beetle will go and attack upoon the beetles send towards you, causing a vilonent explosion, that will damage everything around.

Lost beetles are replenished over time. Plus, if you have managed to damage the enemy, another beetle will instantly rise up, bolstering your army. If you manage to destroy the Beetle Lord, all his beetles will belong to you!

There are several powerups, which are grabbed by running over them. Which, are used instantly. The have different effects- Invulnerable, Haste, Quad Damage and notably Global War Treaty, which would reduce half of the beetles enemy has! (Not to mention the number does not fall below Five)

A point to be noted, Beetles will have a 400 movement speed while Lord moves only at 250 Movement speed. But, Grabbing Haste power can cause Lord's movement to reach 500. Be careful though, on the high speeds you can leave your precious swarm behind.

This map is already in the works, and right now only about 25% finished.
More comments and suggestions are most welcome...

BftC:R Spotlight : Rune Mage

Samus Flamecaster - If the name doesn't scare you, then either you are a great warrior or an overconfident fool. Samus is the terrifying Rune Mage. The ideal supporter and the walking Spell Factory.

A Backstage edition featuring Samus's story has already been published, and here we go, with a Spotlight.

Rune Mage is all about magic, tricks and unpredicable stuff. You cannot predict what Rune Mage can do, even you see him running around will all of his Runes summoned, you still cannot predict what is it till it's unleashed onto you, and you know it's already too late.

The basics of Rune Mage is not only the Rapid Keypress but rather a strategic and wise one. The tricks and mindgames that you play with your opponent is what makes Rune Mage a deadly guy on the battlefield.

The Noble-looking Rune Mage, Beware though. Looks can easily fool you.

The basic innates are Runecrafting. Positive and Negative. You can cast at most of three runes, and thus four combination possibilities exist. All Positive, All Negative, Two Positive and Two Negative. Once you know which combination to follow at what time, congratulations, you are halfway there learning the probably most difficult hero.

The next stage is real fun. Rune Mage has three abilities - Bind, Reject and Conjure. When you have formed the Runes, cast one of these and depending on the combinations, the effect will appear. Example Using all Negatives with Conjure will cause a Flame Shock directed to the target, which damages it. While, using all Positives with same will cause a Holy Light to affect the target, restoring the hitpoints. You have three methods, each with 3 Runic combinations making effectively Twelve spells right at your disposal. Use them well, Hit it or Lose it!

Reject being used on, Has different effects depending on what's Rune Combination

The ability array is wide and astounding. He's got almost every trick up his pocket. He can use invisibilty, and even turn anyone ethereal, plus, he can restore Mana overtime or Boost anyone's attack rate. Can clear off the deadly buffs and also, put enemy into dark magic, making it unable to do anything till it's damaged, and so on. Thus making him the most versatile hero of BftC, able to adopt any strategy, and assist any hero in all respects.

The effects and eye candy was a part that was greatly needed for someone like Rune Mage. Though I could really make some good eye candy, Rune Mage doesn't have flashy effects. Still, I hope you will like 'em. ;)

Effects for Bind. I use Time Lock to greatly slow down the Target


I use Reject to Restore by own Heath and Mana

The ultimate of Rune Mage is what makes it deadly. The most devastating part of it, that it's a Pure Damage dealing skill that can take out even buildings. Nothing can survive if it stepps under it's area of effect. The Destruction Desire is truely fearsome as it's rage really exceeds the standard attack or spell ranges. If assisted by his teammates, Rune Mage can clear off the structures and level the entire base within few minutes!

Destruction Desire.
Destroying a Tower easily being out of it's Firing Range ;)

Designing Rune mage was the damn hardest part of it. As GUI framework was fairly easy. But what about the Coding part? Surely checking Rune combinations and triggering the effects of Bind, Reject and Conjure each was easy at all. Additionally, these three abilities were levellable! Which means the spells used with Runes should have increased effects when used at a higher level. Example - Invisibility used with Reject level 2 would last for lot less time than if it would have with Reject level 5. And so on goes for everything. The Flame Shock's damage increments and Holy Light heals multiple units.

Tricky part was the Ultimate, in the game system. The Flame damage is actually magical. But here, It's a Physical type damage. The armor reactance is Physical but yet, it will still damage the ethereal foes!

Okay, here we're through with the Rune Mage.
I'll shortly be back with another... Stay tuned.

BftC:R Brainstorm : Gunslinger 2

Hello again, As I have promised I have came up with another out-of-the-box idea for Gunslinger. The ability planned is quite simple. But really useful in may scenes.

The ability is greatly in synergy with Camouflage. It is an activatable / deactivatable ability. Doesn't consume any mana at all. And a true talent of the Sniper!

Name's yet pending, But I suppose In Position or Locked and Loaded should suit it well. When activated, Gunslinger will Stand Ground, not able to move, but gains an Extra Sight, Range and Extra Effects on the attacks. He doesn't auto aqquire the targets, but rather shoot where player Right-Clicks. Higher the distance, more the chance of missing on the shot. If used on the Moderate distance, sometimes may cause the bullet to fragment in air, resulting into AoE spread damage.

I would probably design a Talent system exclusively for Gunslinger, so that he can either learn how to keep a shot steady or cause the bullet to fragment midair, In other words, depending on the talent, You can either cause Maximized AoE spreads or direct-hit Bull's-Eye shots.

These talents will also affect the regular attacks of Gunslinger. Speadshot can cause him to do Area of Effect damage, but reduced damage on primary targets, on the otther hand, Bull's-Eye can cause im to deal piercing damage, that is effective against target! It's entirely player's choice which talent tree to follow. Cause if you follow one talent, the unique features pf other aren't available. Example, Following the Bulls-Eye will give you Headshot and Golden Gun talents, where you can cause significant damage to target if timed properly. Whereas the Fragment Shot talents give you Rapid-Fire, Backfire and Old-West-Tricks talents, which specializes in damaging multiple enemies, instead of single target.

Secondly. As I just had thought it out, Gunslinger is a lot different than regular Heroes, and significant difference is that He will not Auto-Aqquire the enemies. You can order him to attack though, and when he does, he would only attack once. This was due to the Talent system management and Camauflage tricks.

Yet, another form of Camauflage can be thought of as the Fake-Removal of legal targeting for Auto-Attacks. Which means, even if you (As a Human player) know someone is there, Your hero does not! Hence, he and hence fellow forces will not automatically attack on the Gunslinger while he's Camauflage. But, he will be a Valid target right after he drops the disguise.

The ultimate is still underway... I presume, that when it does finish, it shall be amazing.

Stay Tuned...

BftC: R Brainstorm : Gunslinger

The fourth and final hero in INT category, Gunslinger.
Well, I had this concept i mind for a lot longer time, but never could actually put it down. Gunslinger was too chaotic topic to think upon, and if you consider Gunslinger to be an average Sniper guy, you already have lots of such Sniper Heroes floating around. What would make this guy different, then?

Thankfully, a few people have come to help. Bloodcount and Sidove from TheHelper.NET have really contributed their great ideas in making of Gunslinger concept.

The model would be custom-made, the Rifleman Elite model that was featured in Elimination Tournament. (I was lucky enough to grab it) And it would feature all high-def and super skill abilities.

The first ability concept is Camouflage. Do not be mistaken with the standard invisibility ability. Camouflage is actually vertex color changing ability. The Gunslinger would change his robes and cloak to match the color of surroundings and hence becoming a lot difficult to spot. This means, he would change Green while standing on Grass or near Trees, and change Blue if standing over water. Additional time spent in camouflage will cause Gunslinger to become more adept at using it, gaining Evasion, that rises over time. Plus, the Gunslinger would become partially transparent to enemy's eye, making it even harder to spot. However, leaving the area would cause him to lose all disguise and revert Evasion back no none.

The second ability - the infamous Gunstinger! Upon special request from Bloodcount, the ability was almost confirmed for the Hero. Gunstinger is staple move from Devil May Cry series, first featured in Devil May Cry 3. The user would dash forward towards the target, ramming his gun's muzzle into the target, and hence damaging the foe, while the foe is thus stunned, user would pull the trigger, and a point blank discharge, right into the face of the unfortunate foe, tossing it off. Well, it can be really good. Gunstinger is a great move for someone carrying a Gun.

Two more abilities are required to make this Hero ready to go. Well, I shall think of 'em soon enough. Till then, See ye'

BftC:R Spotlight : Archon

Executor the Archon - Most terrifying hero on the battlefield right now. What I had in mind when I designed him?

Well, the theme was Psi energy - A concept from Starcraft. But I wanted the hero to be Warcraftish, so while browsing though various models, I came upon the model that made me quickly get to work on this guy.

Archon was the name instantly thought of, in Starcraft, Archon is created by merging two High Templars together, they are the high level units, tough and strong. But my Archon, has more of a tactical use than the brute fight force.

The first ability Telekinesis, was in fact made a long time ago. I made it for Warlock, which was originally to go on with Lich model. But the plans changed, Lich model was given to the Destroyer. And Telekinesis came to Archon.

What does Telekinesis do? Well, it's amazing skill. Useful for both offensive and defensive purposes. At first cast, it makes target held off. Protecting it from all sorts of damage, but trapping it. The second cast, would throw the trapped unit towards the new target. The trapped target would be propelled in air, landing in the area of the new target, dealing terrible damage. The trick is, the skill requires at least two targets, You cannot target self or the once targeted unit again for the Trap duration. But the effects of the ability make up for the shortcoming of having more guys around you. (Not to mention, you can toss up allies too, And they won't be hurt!) Plus, you can protect the target by casting it but not choosing to throw it. The target would be protected for the next 5 seconds. Dusring this time, it's still a valid target for allied healing spells!

The next trick in the Archon's sleeve is Chrono Field. The swirling energy vortex that drains Kinetic energies of the area, making everything go slow. But Archon himself is unaffected! Ecen your allied units would go slow inside the Chrono Field, but only Archon is able to maintain his kinetic energy. This is greatly useful in both attack and escape tactics, as this covers fairly good Area of Effect.

Archon's Chrono Field, Eye Candy is what makes it Sweet!




The third skill is truely fearsome about Archon. It's called the Mind Fog. The skill passively boosts the Mana Regeneration of nearby units, but more fearsome is the effect. When Archon is attacked, or hit, The Mind Fog will be released, causing Archon to be hidden inside and restore his health over the time. Additionally, Mind Fog is the vast Psi in physical manifestation form, so all enemies who step into the Fog shall suffer a terrible damage, while they are inside the Fog. Hence, maintaining your distance is the best option when Mind Fog is released.

Archon in the Trademark Mind Fog


The ultimate is the most devastating about Templar - Psi Storm. Various Orbs of Psi Energy whirl around Archon, forming a strange shape... And there beings a Chaos... The orbs emit out the countless Psi projectiles at all nearby enemies... Less the enemies, more the damage it suffers, additionally closer it is to the Archon, more the projectiles fired upon. It is impossible to figure out how much damage is done... But one thing is certain, Even Tauren Chieftain with Fury and Honor activated cannot match Templar's Fury when Psi Storm is on. The vast power makes a lethal combination with Chrono Field, making Archon a truely fearsome force of vast, raw power.

Old Psi Storm screenie, The shape of Orbs has been modified now



Even Mind Fog can go in Combination with Psi Storm

Dragonball Evolution : The Live Action Movie!

Yes, what you hear and read is correct! Dragonball - the live action movie has been released. The movie by 20th Century Fox and screnplay by Ben Ramsey, Directed by James Wong. - The guy who directed Sci-Fi thrillers like Final Destination and breathtaking action movies like Jet Li's The One.

The movie features Justin Chatwin as Goku, Yes, the Guy from the War of the Worlds. And two hotties - Emmy Rossum and Jamie Chung as Bulma and Chi-Chi respectively. Importantly, Master Roshi is played by Yun-Fat Chow - The guy who played Capn' Sao Feng in Pirates of Caribbean 3 : At World's End! Additionally he was in the lead role in Shaolin action movies - Bulletproof Monk and Crouching Tiger Hidden Dragon.
Hmm... The movie surely promises a lots of action.

One thing's certain though, the Anime/Gaming world and Anime/Game movie producers are happy with a Good Find - Jamie Chung! She's bagged the Red Alert 3 : Uprising's role as Takara. Awesome!
As far as Emmy Rossum goes, she's featuring in a good role after a long time.

Anyway, The movie's antagonist in King Piccolo! James Marsters - a TV star is debuting on the Big screen. Wow, really promises to be great. His assistant of destruction Mai is played by - Eriko Tamura who has starred in many Live-Action series in Japan, most notable of them are Inochi no umi, and in way back - Kurenai.

So, what the heck are we waiting for?

Obviously - Just for movie to on air in India!

I just can't wait, for the eastern legend coming to life...

BftC: Reloaded : Game Systems

There were many systems that I needed to add inside to make the project interesting and unique. As opposed to most of the AoSs out there, it's true that BftC: Reloaded can be looked upon as just another AoS. But, it's got many features that make it a slightly different one.

The first change is the Traditional Gold system. I modified it that you no longer get gold by killing enemy. Instead your hero is paid for the services. The gold gained is proportional to the level of the hero and will gain gold twice the in game day/night cycle. The change was made to keep the Team work rather than each player struggling for Gold.

Secondly, Full Xp control, and Global Sharing of Xp. If no hero is present nearby, the Xp is shared globally. And this allows some-better gameplay mechanincs. Ofc, this is rather new for a AoS type, where Global Xp share is generally disbanded.
(Xp stands for Combat Experience - Heroes gain experience through combat, becoming more powerful)

Third different stuff is the Mob Spawns. This time, a large amount of the forces would come out of the Barracks or unit-training structures. This, makes combat a lot of large-scale, Giving you a experience of commanding a large army instead of small tactical troops. Breaking through the enemy defences adds additional reinforcements to your side, eventually, completely outnumbering the enemy forces. Additions to the forces spawned is fast and quick, and hence, large armies, large battles is the essential part of the game.

The final difference is the revival of a Fallen Hero. When your hero dies in a combat, he doesn't have to stay dead for lot longer, he is revived instantly! At the cost of gold, of cource, but the instant revival adds a great pace to the game. And encourages the players to perform the dangerous feats like chasing and hunting enemy deep in the enemy territory itself.

Plus, I have not forgotten the user-friendly part of it. Most of the skills are user-friendly. Plus a Cooldown UI indicates whether a spell or ability is ready to be used. Additionally, the attribute based abilities would indicate instantly that how much damage they had done by means of Dynamic-Fading-Texts (called as TextTags, in general) Additionally, the abilities that have a chances to succeed will indicate a Success! Texttag if they have an effect - Like Rune Mage's Rune creation and casting the spells depending on Combination.

That's all for now.

Oh yes, Rage Winterchill needs a lot of updates... Probably a complete rework...
Stay tuned guys...
A spotlight on Archon is underway... You'd not want to miss it.