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Project: WAR! 2149
Project Started: 22nd January, 2008 Last Update: 7th July, 2010
Project Owner: [EclektiK] Project Members: Alex Rheault ProtoMarcus
Project Type: Overhead Action Strategy Project Progress:

Project Overview  
Preview If you're a clicker, you probably played Anthony Lopes' (DarkSun Games') "TRIUMPH! War 2099", a click-classic. I mean, even googling it would bring tons of links, so it's not just known in the click community. Anyway, you know it's an awesome game. Too awesome to be a single game. And even though it's awesome, there are a few things that could make it... awesomer. Quite a lot actually.

"War 2149" (working title) is a sequel as it is an homage to the first game, a click game that actually encouraged me into learning about MMF back in the days. Having played numerous times with my friends, and reading lots of forums to see what people actually wanted to see in TRIUMPH! War 2099, I thought, why not implement some new ideas? Cool concepts? Vehicles and such?

This project has been worked on and off for a few years actually. But I recently made a new dev team, and we're so going to finish this

New Troopers
New powerups
New ennemies
New weapons
New maps
New game types
New multiplayer modes
A map editor
Vehicles
Environmental effects
Original Music
Original Engine
I'm tired I think I should go to sleep now it's 2:06 AM
Possible online mode
And more, obviously.

P.S. Note that all but one of the project devlogs have been erased.

Project Forums Topics Posts Last Post
Public Forum
Public forum for open project discussion
1 1 This game is goin...
By: izac
On: 6th Jul 10, 11:10:03
Private Forum
Private forum for project members only
0 0 No Access

Devlog - 6/7/2010 - A.I.
Posted 7th Jul 10, by [EclektiK] 2 Comments
Preview

Preview

Preview

Sooo.... Yeah.

Do you guys remember the old A.I. system in TW2099? Basically, random values were chosen and the actions we made in consequence. It wasn't so good. It means that if a trooper was set to walk toward a certain enemy, it would still follow it's path even if it crossed a closer one. And that same trooper probably died before reaching its destination.

What i'm trying to say is that the new A.I. system is (already) much better. But it's not complete yet, obviously.

Even though this game is played with Player Controlled Characters, I think that the troopers are still the key in winning and losing a battle. I mean, you still have to command them well, too. But with a solid A.I. system, it could be possible to win without doing TOO much.

I'm actually talking without saying anything, you know that? Here's a quick list about what to expect from the new A.I. system.

360 aiming system, compared to the old 32 direction aiming
Attack closer enemy, if possible
Attack biggest threat
Equip best weapons/powerups
Defend a zone in higher risk
Shoot when in RANGE, not just when the random value says so
Use vehicle/turret if necessary
Ability to team-up with fellow troopers to take down a bigger threat
Destroy those annoying evolving plants... Grr...

Also, don't forget that the A.I. quality is also determined by the selected difficulty.
What's this...?
Posted 6th Jul 10, by [EclektiK] 2 Comments
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Looks like someone is still alive after all.
On Hold
Posted 21st May 09, by [EclektiK] 2 Comments
Ok this project is on Hold, as is CityTown, since I'm currently working on "The Agency Online", an upcoming Online Shooter. I made a project page for it too, you should check it out! And if you want to test it sometimes, catch me in Clickteam's Gwerdy Chat!

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