Author Topic: C-Wars (now at Early Access #SEP18 ARRP) $  (Read 5745 times)

getter77

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C-Wars (now at Early Access #SEP18 ARRP) $
« on: August 13, 2015, 09:53:08 PM »
http://store.steampowered.com/app/250540/ $6.99 Win

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C-Wars is a mix of fast paced action, roguelike and block based strategy game featured in an unique Sci-fi world with retro graphics.

Start your story with different heroes from different factions. Unveil dark stories behind the infectious outbreak that turns people into mutated monsters.

Each playthrough has a main storyline and randomly generated missions. You'll need to fight off enemies, loot gears, supplies and manage soldiers to get a better chance of survival.

Combat will be tough and unforgiving. But you'll have many chances to better yourself. Getting beaten in battle won't instantly kill you. Instead, it increases the crisis value. The more time you spend on failure and wander around the closer you are to face the end.

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Why Early Access?
“C-Wars has reached the final phase of development. Our next goal is to allow the steam community early access to our latest demo so that we can collect feedback from all the players.

We highly encourage players to submit their thoughts to us in order to help us create the best possible game for all of you.”

Approximately how long will this game be in Early Access?
“We plan on having early access available up until the full release of the game. We hope to have the game released by end of 2015 depending on the feedback we receive.”

How is the full version planned to differ from the Early Access version?
“Key gameplay aspects of the game will be available in the early access period. C-Wars will keep evolving and improving the early access build overtime based on community feedback.

The final version of the game will contain many features not available on the early access build such as the full narrative story mode and additional heroes.”

What is the current state of the Early Access version?
“The early access version of C-Wars will have 3 heroes and a few missions for each. It will contain large portion of the games features so that players can dive right in and play.”

Will the game be priced differently during and after Early Access?
“Yes. Currently we are pricing the early access version of C-Wars at a minimum price, which reflects the unfinished, work in progress status. Other than that, we plan to gradually raise the price as we ship new content and features.”

How are you planning on involving the Community in your development process?
“We'll use Steam’s forums to collect your feedback. We'll be actively fixing bugs and fine tuning the game during the early access period. Please keep in mind, we are a small development team so we will try our best to record all your feedback and implement what we can.”


Been a long, strange, winding road for this project en route to this waypoint---here's hoping it all comes together sensibly from here in fine fashion.   :)
« Last Edit: September 20, 2015, 12:13:15 PM by getter77 »
Brian Emre Jeffears
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In Training

getter77

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Re: C-Wars (now at Early Access #SEP07) $
« Reply #1 on: September 07, 2015, 12:24:40 PM »
Build #SEP07 and back....   :D

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0- CutScene system tested and integrated into the game
1- Pixel animated cut scenes final version
2- "Trial version" removed at the corner of screen.
1- New enemy added. A green mutant in police costume will use long range assault rifle to control a whole lane with rapid fire.
2- Roadblock models tweaked. Made their blocking area more logically accessible.
3- Missions tweaked. Impossible missions are now truly impossible.
1- Ammo digits for melee weapon bug fixed. No more wrong ammo count for melee weapon in the combat
2- Knockback attack won't performed on dead body anymore
3- Stamina recovery bug fixed. You cannot keep runing around when stamina is empty
4- Patroc hand cannon combo tweaked.
5- SFX hint for "out of ammo" added. Whenever ammo reaches "0", you'll hear an empty chamber sound
1- Some enemies can attack you when standing at the same block
2- Blinking glitch fixed in some animation
3- Hp recovery rate tweaked. Your blood screen will last longer now
1- Combat mechanism tweaks. You can dash and perform some attack seamlessly now.
2- Patroc melee attack animation redone for a faster paced combat.
3- Yao melee combo added. More bad ass attacks for her
4- Stamina recovery added. When stamina is used up, your character will enter a vulnerable and uncontrollable state but can quickly recover to full stamina
1- Blood screen effect added. When your character's HP drops below 20%, the screen will turn red
2- HP auto recovery added. When HP drops below 20% it will auto-recover from time to time till it reaches 20%
3- Enemy weapon damage tweaked
4- Street lamp sprite animation corrected
1- Starting point added for all characters
2- Team position and move feature added. You can only gain access to missions when you moved to it; Your crisis will rise while moving
3- SFX for unavailable missions added
4- Enemy reloading SFX corrected
5- Enemy generated at non-moveable block which can cause crash fixed
6- Weak enemy deployed in "Impossible" mission fixed
1- Auto-generated missions for Patroc's area added.
2- Different icons and states for critical missions added.
3- Animation and combat background assets format optimized to truecolor. Means all light effects will be more soft and smooth.
4- Drone attack animation stuck issue fixed.
5- Brief introduction in character selection scene added.
6- Menu SFX optimized.
7- Screen guide for CN language added.
8- Crystal field area map split fixed.
9- During combat, pressing P or Esc will active system menu.
1- Combat help key replaced with "TAB" on keyboard for MAC users. The help screen can only open during a combat.
2- Grid option added in combat. Press "P" on keyboard or "Start" on controller during combat and select "Grid" to toggle grid display. Still has some layer issue will make betterment in the future.
3- Show mission difficulty on map area.
4- Knockback tutorial text fixed.
5- Map area wrong hint fixed.
6- Menu popup animation fixed.
7- Added more warehouse tilesets.
1- Press H on keyboard or L3 on controller to show enemy HP on their head
2- Animated advance tutorial for stamina, knockback attack
3- Input manager temporarily disabled to prevent key binding malfunction
4- Forced control tutorial screen
5- Indications for title, character selection and map area screens
6- In-game "back to title" and "exit" option added. When at map area, press "ESC" on keyboard or "Start" on controller to open system menu.
7- Mac supports added
8- Easy language switch at title screen for EN and CN
9- Loading time optimized
10- Minor SFX performance fix
11- Windows 32-bit start up fix
Brian Emre Jeffears
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Re: C-Wars (now at Early Access #SEP07) $
« Reply #2 on: September 07, 2015, 04:05:04 PM »
He certainly has an interesting numbering system.   :)

getter77

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Re: C-Wars (now at Early Access #SEP18 ARRP) $
« Reply #3 on: September 20, 2015, 12:16:05 PM »
Build #SEP18 ARRP to the most slightly incidental degree yet~   8)

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Added
0- Roasted chicken drop added

Tweaked
0- Camera shake tweaked. Works proper now when taking damage

then since though:

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Added
0- Coke drop added

Tweaked
0- Patroc's knockback attack won't have fire effect as default now

Added
0- HP buffed elite enemy added
1- Ammo amount shows when picking up

Fixed
0- Yao assets transparency tweaked. She'll be less "Stealth" now.

Fixed
0- Ammo drop rate corrected
1- Transparent assets blinking fixed

Added
0- Yao's pickup animation added

Fixed
0- Big ammo supply tweaked

Added
0- Small ammo clip drop added

Fixed
0- Drop generated into next mission when didn't pick up or defeated

Added
0- Enemies will drop buns that heal a portion of your health

Fixed
0- Animation player critical system failure

Added
0- Drop and pick up integrated in the game. Ammo drop added for
Patroc only, for now. Hit "A" on controller or "Enter" on keyboard
to pick up drops.

Fixed
0- Elite buff duplication bug caused by pause during the battle
1- Buff animation clipping bug

Added
0- Defence up buffed elite enemies added in missions. Even weak type of enemies can be tough and dangerous now

Fixed
0- Optimization on cut scene loading time
1- Tweaking cut scene user experience

Added
0- Elite system integrated into the game
1- "Atk UP" Elite Units added [in Impossible mission only]
2- Language pack added for cut scene
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training