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Spoils of War

Posted: Thu Aug 08, 2013 9:45 pm
by SilientP
Greetings Battlezone Friends -

It's been a long time but I wanted to reach back out to this Forum. Years back you all participated in a hobby forum we had to create an RTS/FPS game for PC. Well, after all these years the finish line is finally in view. We posted an in-game video on our site for you all to check-out. Were also doing a paid for beta program if your interested. We expect the multi-player version to be ready hopefully pretty soon as well. We are about to start a closed beta on that part. Regardless, please check out the site and would love to hear your comments on the posted video at least. -

www.ecgames.com

Thanks guys look forward to your feed back.

Jim

Re: Spoils of War

Posted: Thu Aug 08, 2013 10:38 pm
by MrTwosheds
:o

Re: Spoils of War

Posted: Fri Aug 09, 2013 2:51 am
by Echo 343
Some of the units remind me of Total Annihilation's Kbots and ACUs. How did this fly under the radar for so long?

I definitely like what I see so far though.

Re: Spoils of War

Posted: Fri Aug 09, 2013 4:19 am
by General BlackDragon
not bad :)

Re: Spoils of War

Posted: Fri Aug 09, 2013 9:51 am
by SilientP
Guys it took us so long working on it nights & weekends, etc. we just did not publish anything about it so we wouldn't have to keep answering the question when will it be done, when can we play it.

Indy projects can take a long time especially a big one like this with lots of coding. Plus we made alot of mistakes along the way that caused us to step back and make redo's.

But, now were in a good spot and ready to show off a little. The multi-player is the true gem on this, o man it's fun to play.

Thanks for the kind works and feed back.

Jim

Re: Spoils of War

Posted: Fri Aug 09, 2013 10:33 am
by bigbadbogie
Is this a mod or did you create a new game engine?

Re: Spoils of War

Posted: Fri Aug 09, 2013 12:01 pm
by SilientP
We wrote a lot of c++ code to make this work plus we used 3dgamestudio as a middle ware and wrote alot of code in c-script which is Atari's coding language for game-studio.

Re: Spoils of War

Posted: Fri Aug 09, 2013 12:09 pm
by Nielk1
bigbadbogie wrote:Is this a mod or did you create a new game engine?
It's clearly not the BZ1 or 2 engine >_>

Re: Spoils of War

Posted: Fri Aug 09, 2013 1:27 pm
by bigbadbogie
Nielk1 wrote:
bigbadbogie wrote:Is this a mod or did you create a new game engine?
It's clearly not the BZ1 or 2 engine >_>
I know. A mod could be for any engine.
SilientP wrote:We wrote a lot of c++ code to make this work plus we used 3dgamestudio as a middle ware and wrote alot of code in c-script which is Atari's coding language for game-studio.
Sounds like a new engine to me.

Re: Spoils of War

Posted: Fri Aug 09, 2013 2:01 pm
by SilientP
it is not a Bz mod. sorry should have been clearer in my answer.

Re: Spoils of War

Posted: Fri Aug 09, 2013 2:42 pm
by Red Spot
Pretty interesting SilientP, seeing your reply (quoted below) I wont mention a few things that made me wonder about some stuff. :)
SilientP wrote:Guys it took us so long working on it nights & weekends, etc. we just did not publish anything about it so we wouldn't have to keep answering the question when will it be done, when can we play it.

Re: Spoils of War

Posted: Fri Aug 09, 2013 9:32 pm
by bigbadbogie
I like the look of that quadruped walker.

The game reminds me a bit of DuneCommand.

Re: Spoils of War

Posted: Sat Aug 10, 2013 2:02 pm
by SilientP
Dune Command - i remember playing that game. That was the RTS version of Dune correct. I always enjoyed playing rts in that environment. The huge sandworms were the best.

The quad walker is fun, you can jump into him and control both the big gun on the top and in the next update we do you will be able to control the super fire... which basically makes all 6 of his Gatling guns go ... super effective as an anti-air defense. If i think about it i will try to post a little vid of it.