Available at:
http://jlpo.free.fr/soundrts
The main changes since 1.0 beta 10 p are:
- stable version
- added "1.0" to the folder names
- the frequency of the ambient sounds now stays the same whatever the game speed is
About multiplayer games, this version is compatible with 1.0 beta 10 p.
SoundRTS is a real-time strategy audio game. I am trying to put in a sound-only game the fun from RTS games (Warcraft, Command And Conquer, etc).
Saturday, March 28, 2009
Friday, March 20, 2009
Some news about SoundRTS
I will release a 1.0 release candidate version, in order to have a
stable version with a simple version number.
Then, I will release an alpha version of the 1.1. It's a bit broken, but with the following changes:
- imperative orders, to force the attacking of your own units, or to ignore enemy units and focus on an objective (hold control while validating the order)
- stacking orders: "do this, then do this..." (hold shift while validating every order)
- units, buildings, techs, abilities (and more) are defined in a text file called rules.txt
- in a map, the author can add a tech to a player, and forbid specific training, building or researching (useful for tutorial or campaign missions, for example)
- scout towers, guard towers, and cannon towers (these special buildings don't require a meadow, allowing many of them in the same square)
- "direct" fly: now the dragons fly straight to the objective, ignoring the land path
... and more changes not implemented yet.
I will probably continue to add as many valuable features as I can until the program collapses under its own bloat. The code is more a prototype anyway, with its limits in terms of flexibility.
stable version with a simple version number.
Then, I will release an alpha version of the 1.1. It's a bit broken, but with the following changes:
- imperative orders, to force the attacking of your own units, or to ignore enemy units and focus on an objective (hold control while validating the order)
- stacking orders: "do this, then do this..." (hold shift while validating every order)
- units, buildings, techs, abilities (and more) are defined in a text file called rules.txt
- in a map, the author can add a tech to a player, and forbid specific training, building or researching (useful for tutorial or campaign missions, for example)
- scout towers, guard towers, and cannon towers (these special buildings don't require a meadow, allowing many of them in the same square)
- "direct" fly: now the dragons fly straight to the objective, ignoring the land path
... and more changes not implemented yet.
I will probably continue to add as many valuable features as I can until the program collapses under its own bloat. The code is more a prototype anyway, with its limits in terms of flexibility.