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TIGSource ForumsCommunityDevLogsDeltalands - The war land simulator
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engineStudios
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« on: February 11, 2015, 02:25:08 AM »

Deltalands is a war strategy rpg sandbox game in which you conquer, craft and equip your militarized land. Everything is under your control: economics, building, conquering. You start the game as a wanderer of the persistent world of Terra Firma and choose your destiny, making your path towards forging your empire.


Deltalands features:
- It's a co-op war land simulator (conquer, craft, tycoon, semi-god)
- You start the game as a lone wanderer (survival-style), you choose the way to play the game.
- Every player freely receives a piece of the world (a 500 x 500 meters sector), it's yours to manage, you can sell it, you can build your base on it, it's up to you.
- The world has it's own economics, players can build military bases, mining facilities, weapon factories, food plantations.
- You can craft your buildings with our architectural editor (walls, doors, windows, slabs, etc).
- Equip your land and buildings with every kind of equipment, from weapons to animals traps. Automatic assets deployment with AI.
- Customizable units AI, for military and NPCs.
- Ores and natural resources are distributed along players sectors, if you are lucky your sector will have a lot of gold beneath the surface.
- Big empires will need supplies, transportation services, resources, energy, mercenaries. You can work for them and get rich exploiting the game economy.
- You get rich then you buy an army, you buy a lot of land, you forge an empire.
- A sector can be bought, conquered or leased.
- The devs itself will play the game with a corporation called "Ad Astra".



Latest build:

+ Deltalands - Pre Alpha v0.001:
 
- First person view (WASD)
- Build view (Mouse click+drag, mouse wheel)
- Low poly terrain
- Basic UI
- Territory claiming (with T button)
- Our very first pre-alpha release

Windows:
https://www.dropbox.com/s/nhnocuxztc91acm/Deltalands%20-%20Pre-Alpha%20v0.001%20-%20win.zip?dl=0

Mac:
https://www.dropbox.com/s/yd4uqiixbvm97tx/Deltalands%20-%20Pre-alpha%20v0.001.app.zip?dl=0
« Last Edit: February 25, 2015, 06:32:28 AM by engineStudios » Logged

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engineStudios
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« Reply #1 on: February 11, 2015, 03:13:07 PM »

Some progress going on with level creation, this is the entrance to the first "Astra" base.



Tomorrow I'll move out of level design and start playing with:

- Vehicles
- Destructible barracks

Another part of the game I've ready to show is our architectural editor:



And the full length video of the demo above:



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GroZZleR
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« Reply #2 on: February 11, 2015, 05:43:31 PM »

Sounds incredibly ambitious.  How many folks are working on the team?  How do new players defend their land from giant empires and what are you going to do when you have more players than plots of land to give away?
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« Reply #3 on: February 11, 2015, 11:02:32 PM »

Thank you for your feedback, I really appreciate it. We are a team of two people right now, but I know getting the project finished will need more artists, I have plans to handle that.
My economic and well-being system will be based (roughly) by the EVE model, so big empires will have no benefit in operating in rookie zones since those will have too few resources and PvP will be unpunished only in non null-sec zones. Terrain will be semi-procedurally generated server-side and then streamed to clients when needed, so lots will never actually end.
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« Reply #4 on: February 13, 2015, 04:49:03 PM »

I'm working on new graphics, I want to conceptualize the look of the objects, to add an artistic touch and that "gameplay it's first" into the game. Hope you like it!

« Last Edit: February 13, 2015, 11:46:51 PM by engineStudios » Logged

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« Reply #5 on: February 14, 2015, 03:48:02 PM »

New graphics improvements, do you like it?

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« Reply #6 on: February 16, 2015, 02:02:12 AM »

Ok, polishing of the new graphic style is almost done, here is the Astra base gate with models replaced. Now I want to prepare some gameplay action, so I can show you some concepts of the game logic.

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« Reply #7 on: February 16, 2015, 04:11:42 PM »

Working on weapons, physics, smoke trails...just a quick clip:



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« Reply #8 on: February 19, 2015, 03:34:31 AM »

Working on a new terrain system that will easily handle the 500x500meters lots. I've added a property limit line (now in red, but it will be a dashed white line on alpha).



Now, I'm getting things ready to release a very very early demo for you with the following aspects covered:

- Single player 100 lot terrain (will be a multiplayer 1000 lot terrain on alpha)
- Three views: first person, world view (bird's eye) and map.
- Possibility to claim a territory.
- A NPC basecamp to show you some graphics.

This pre-alpha demo will be constantly updated towards alpha, so it will be a progressive work in progress.
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« Reply #9 on: February 20, 2015, 06:26:54 AM »

I'm getting a pre-alpha release ready, still some work...it would be nice to have it ready by tonight! The fact is that I've received good feedback about keeping the polygonal look so I'm working the terrain to get it low-poly as the other objects in the game.
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« Reply #10 on: February 22, 2015, 12:27:05 PM »

Finally our Pre-Alpha build is online, take a look at it (please remember is a very early build and still has no gaming action included).

Release notes:

- Deltalands - Pre Alpha v0.001
 
- First person view (WASD)
- Build view (Mouse click+drag, mouse wheel)
- Low poly terrain
- Basic UI
- Territory claiming (with T button)
- Our very first pre-alpha release

Windows:
https://www.dropbox.com/s/nhnocuxztc91acm/Deltalands%20-%20Pre-Alpha%20v0.001%20-%20win.zip?dl=0

Mac:
https://www.dropbox.com/s/yd4uqiixbvm97tx/Deltalands%20-%20Pre-alpha%20v0.001.app.zip?dl=0

More to follow, I've plans to keep our pre-alpha build up to date here. Your feedback is really really appreciated. Thank you!
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« Reply #11 on: February 23, 2015, 04:27:36 AM »

I'm finally getting that low-poly look I was expecting:

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« Reply #12 on: February 25, 2015, 03:15:03 AM »

Working on our lowpoly crafting engine:



In deltalands you will be able to build every kind of buildings and weapons, upload them to the public library and use your and other's assets ingame.
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« Reply #13 on: March 03, 2015, 12:08:02 PM »

Today I've decided to really stop working on non-gameplay things, I'm now making a 100% gameplay pre-alpha release that will show the true potential of the game.

It will focus on these big aspects:

1. Every player starts with a 500x500 lot and the world is made of 500x500 blocks.
2. You start the game with a tiny HQ building.
3. HQ is composed of two parts: The office and the crafting station.
4. At the crafting station you can craft (with voxels) any model you want and share them with the community.
5. You can assign to that model a function (I.E.: Barracks or Livestock farm)
6. You can place buildings RTS-style, you can choose to place them from your local objects library or from the cloud-library.
7. The game will be completely open, you can do what you want with anything (buy, sell, lease, rent, destroy, attack, mount, share...those are the typical commands of the game)

When I've a multiplayer alpha ready, the game will be put on sale. First on my website (think of a pay what you want minecraft-style alpha) and (hopefully) on steam early access.
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