IMPACT! Will feature different starships, this one is the one we call “sabretooth”, an armed and improved version of the old G model.
Here we are, an updated version of “G” is available for download!
We fixed several bugs, and now the game should run smoother; we even improved the graphics and the gameplay a little, the starships are now slightly faster and they flash to give the player a visual feedback when taking damage.
We are very interested in your opinion about G, please send us some feedback, it will help us a lot with the development of IMPACT!.
Hey there! We are still alive, you know :)
Everyone in the team has been quite busy lately. That was the reason for the lack of updates.
However the development of our games has not completely stopped during this month, we’ve been working on impact and a commissioned project… And we’ve been fixing G.
Yep G. As some of you may have noticed, the current version of G on our website is not working very well. So we found some time to fix and update the game. As I write this post Duke and Xevian are hunting down some nasty bugs of the 1.0.0.2 version, so we will see a new XNA 2 updated version of the game quite soon.
The development of IMPACT requires some feedback from the users, and we think that a WORKING version of G can be a nice playground…
So if your are willing to help us, stay tuned for G 1.0.0.3!
While we wait for the Dream Build Play 2008, we keep working on our game Polpette. For those of you that are new new to our website, Polpette is an XNA RTS featuring strange little creatures fighting for survival. Every player controls a group of creatures with the purpose of wiping out every other player from the map. While the creatures may look cute, it is a game about evolution and the survival of the fittest. :)

Prototype tiles with test “microscope” shader.
Since our last update on Polpette we added new behaviors traits to the creatures AI, such as aggressiveness, obedience and altruism. Last time we wrote about the game they had only a simple path-finding algorithm, and a basic “hungry -> get food -> wait -> get hungry again” philosophy.
Now we have our little bastards running trough the map in search of something to eat for themselves or some food to share with their brothers. They attack without fear (for now) the enemy faction and sometimes they even obey to their queen, of course when they feel there is nothing more important to do :).
To better understand what they are actually doing, we implemented “intention” icons that float above the creature’s heads, so it is easy to know when they are hungry or when they think it’s time for a little carnage. Knowing the creature’s attitudes is the key to choose the right “specimen” you want to be the template for the creation of new units.
As a finishing touch we decided to give a name to every creature, so that you can recognize your favourites, and you can be really sorry when they are killed.
With the creatures basic behavior working, it was time for the queen to make her appearance in-game. The queen act as a mobile “base” as many creature behaviors refer to the queen’s position to operate. The queen is the only creature mouse controlled directly by the player and has the ability to spawn new units assimilating the DNA of the creatures chosen as genetic “templates”.
With two groups of creatures and their queens roaming the map, our 3×3 play-field was a little too small, and one of the two factions was systematically annihilated in a matter of seconds. Looks like even in Polpette small spaces lead to aggressiveness ;)
We needed to build bigger and more complex levels, so we had to stop the development of the game in order to build a rough but functional level editor … Too bad we could not use the Puppeteer … but it was built for an entirely different engine.
However, in a matter of days the mini-editor will be ready, and we will finally move forward to the multiplayer part of the game.