The current open beta of Projekt “W” - Phase 2 has been updated to revision 201.
New for this release Added a linux x86_64 release. From now on all upcoming releases will also be available for linux x86_64. Fixed a bug that stopped ecology buildings from getting finished. Fixed wrong global project calculation for minimum required funds to progress. (Linux) The sound library (libbass.so) is now loaded dynamically. If there was a problem loading it you get a corresponding message instead of the game not starting.
[Read More]
Projekt “W” Phase 2 – New beta release 190
Later than expected (partially due to a power supply failure on my PC) here’s the new beta release #190 of “Phase 2”. As usual it’s available for windows and linux.
(Windows) Projekt “W” - Phase 2 - Open Beta rev. #190 (~83 MBytes)
(Linux, i386) Projekt “W” - Phase 2 - Open Beta rev. #190 (~80 MBytes)
Here are some highlights from this release, for a full list of changes take a look at the changelog :
[Read More]
Projekt “W” Phase 2 - New beta release 170
It took much longer than initially expected, but here comes a new release of Phase 2, both for linux and windows.
(Windows) Projekt “W” - Phase 2 - Open Beta rev. #170 (~74 MBytes)
(Linux, i386) Projekt “W” - Phase 2 - Open Beta rev. #170 (~78 MBytes)
Selection of screenshots :
As hinted in my last postings this release includes the new space backdrops as well as the extensive ingame tutorial that’s aimed at both beginners, as well as experienced players that wan’t to know about the details.
[Read More]
Secret agency and some icons
As already told (countless times I guess now) I’m still working on the new GUI but I’m making good progress. Only one window needs to be transitioned over to the new GUI before I can call this milestone done and move over to work on other stuff like adding content and functionality. My current plan is to have a version with the new GUI and all features (only one feature of “Phase 2” is missing) done that I can release for public testing by this yeas end.
[Read More]
The eternal circle of GUI design (and some new screenshots)
Odd title, but it perfectly describes my “workflow” when it comes down to the GUI of “Phase 2”. But since the user interface is such a crucial part for a complex strategy game I don’t feel bad when putting hours and hours (and days) into optimizing the interface of a single “window”, especially seing as how horribly one of my old drafts looked. And yes, I really like the current UI.
[Read More]
Game design : Game modes
Something that has been lacking in “Phase 1” was replayabilty or better said the motivation to replay the game. This was mainly due to the fact that there was only on single game mode (now called “default”) to choose from in both singleplayer and hotseat games. So basically each game played the same except for maybe the player playind it different or the random factors that change some of the AI’s behaviour.
[Read More]
Game design : Coastal building spots
Once again personal things kept me from posting news recently, so excuse the big gap between the last (game design related) posting and this one. Though I haven’t posted news recently I still worked on the game almost every day and a lot of things have been changed, added and done. So expect a higher posting frequency in the near future concerning my progress on “Phase 2”!
Something that has been implemented into the game from the very first prototype onwards was a property for all regions with a coast.
[Read More]
Game design : Regional construction queue
This is something I’ve been thinking about for a long time now and I was pretty unsure wether it would be a good idea or not, as it would change a fundamental part of the gameplay, what I’m talking about is constructing buildings in your regions, a very important part of the gameplay that you spend a lot of your time with.
Up until now you’ve been able to construct only one building at the same time in each region, forcing you do revisit a region once this building is finished in order to start constructing the next building.
[Read More]
Game design : Espionage and sabotage
As usual my last big posting concerning “Phase 2” is now almost three months old and therefore I decided to change my habbit on posting news for “Phase 2”, so from now on I’ll add a new categorie called “Game Design” in which I’ll post smaller “snippets” about changes in the game’s design. Those postings will be more frequent and should be a better way of showing what’s going on behind the scenes that thos “quarterly” big postings on my progress with “Phase 2”.
[Read More]