Friday 27 February 2009

DRADIS (for Evochron Legends)

Well after being inspired by another players' (Warsign) customisation efforts, I thought I'd love to have a go at integrating the Battlestar Galactica DRADIS console into EL. I found a screengrab of the Galactica DRADIS system from a scene in the new series, and thought it would be kind of exciting to mould it into EL's cockpit...

Screen Capture of DRADIS Console from newly imagined Battlestar Galactica series

[caption id="" align="alignnone" width="500" caption="DRADIS"]DRADIS[/caption]

Evochron Viper Mk II

[caption id="" align="alignnone" width="498" caption="Viper Mk II DRADIS HUD"]Viper Mk II DRADIS HUD[/caption]

Evochron Raptor

[caption id="" align="alignnone" width="500" caption="Raptor DRADIS HUD"]Raptor DRADIS HUD[/caption]

So here are the files... you can download them and unzip them into your /hud directory.. these files aren't a total cockpit, just custom console screens, NAV compass, gunsights and some warning messages..

DOWNLOAD DRADIS HUD for the VIPER Mk II

DOWNLOAD DRADIS HUD for the RAPTOR

Hope you enjoy the custom HUD's and fingers crossed, with the help of others, we can attach them to custom cockpit designs too.

Thursday 5 February 2009

Funtown Mahjong

Tis a proper game of Mah Jong and not just a solataire tile matching game. Its quite well done, its worth a look if you want to play the real game (a bit like gin rummy really). They've missed out a bit, in that it uses its own AI players and their cutesy anime faces, but didnt incorporate NXE avatars into the play. Which would have helped it out a lot - in terms of more mass appeal.

If you haven't played Mah Jong before, I've tried to summarise the rules here, the game itself has a tutorial, but it is a bit wordy... it does however go through all the possible sets you can get in your first game.

Mah Jong for Dummies..
Essentially its quite a simple "collect the sets" game.

The "suits" being, bamboo, coins (they call them dots), characters (numerical kanji) - with a few honour tiles thrown in (dragons, winds and flowers). Each suit has 1 to 9 and each game has 4 of every suit tile in it.

To win, each player picks a tile off the "wall" (a deck) and tries to make

  • a set of three of the same tile in the same suit (eg, three tiles of 4 bamboo) - which is known as a Pung

  • a set of four of the same tile in the same suit (eg. four tiles of 5 coins) - which is known as a Kong or

  • a set of three of ascending tiles in the same suit (eg, 4,5 and 6 of bamboo) - which is known as a Chow (or a straight)


Each player plays anti-clockwise, and instead of drawing off the wall, you have the option of picking up the tile the last player laid and using that (if you can make a set out of it). However if you can make a Kong then you can take the last laid tile in any order, and you reset the order of play (so people can miss a turn etc). Once you pick up a tile from the wall or last played, you have to discard one from your hand.

The winning hand has to consist of a combination of these sets (can also be called melds) and an "eye" which is basically just two of the same tile in the same suit. Thats about it really. The honour tiles are a little different (as theres only four of them), and flowers are just points multiplyers that get instantly replaced when they hit your hand.

Once a player declares Mah jong, his hand is scored and the others receive a negative score, and then play is resumed in another round, and another wall.

It does come across as complex, because of all the weird naming jargon, and the odd looking tile images, but essentially its very similar to the Gin Rummy card game.

Once you get used to it a bit more, its quite a groovey game that should see more people play it on live, and its infinitely more entertaining that the Mah Jong tile matching games..

Lots of info here, if anyone is interested in it..
http://www.sloperama.com/mjfaq.html

Plus Wiki has a decent enough explanation of the game
http://en.wikipedia.org/wiki/Mahjong

Cortex Command

http://www.datarealms.com/

Bloody good game this, imagine Worms, but with proper physics, proper guns, and deformable terrain, with resource collection, in real time. The demo only gives you an hour of gameplay, but after that I was hankering after much more... the only downer is the game is still mid-development, however, they allow you to purchase it, as is, with its 1 tutorial level, and 2 other levels, and the level editor, and the multiplayer skirmish mode. I bought it because I was having so much fun on just the tutorial level, I couldn't stop playing after the hour. Its cheaper to purchase at the moment, because its not finished, but as it gets done, the price will go up, until at final release it will be full price.. its an odd way of marketing, and I'm not sure they'll get enough interest to finish it.. but they should.. its got a whole lot of potential, especially if the level editor is up to scratch.

Its quite a brutal game, to control the 'actors' you have to master jetpacks and the physics of not getting stuck, or smashing into things, every bump will take your health down a notch, ordering new materials, has rockets landing and dropping off, but you can't guarentee that it won't tip over and blast your other men with its exhausts.. very entertaining. Give it a try and play out the tutorial.. I failed the tutorial level about 10 times before completing it, and normally that would turn anyone off, but this just made me want more and more.. amazing.. worth a look anyway.

Iron Grip Warlord



http://igwarlord.isotx.com/

As I tried the demo of this game, a sort of tower defense FPS, I was sucked in, even when I didn't know the range of my talents, like building defensive structures or laying trip wire mines and poison gas traps, like buying a better weapon that the standard issue musket with its drawn out laborious reload time, even when I ignored all of this, I still enjoyed the ride. On easy difficulty, the demo map was a twisting winding set of streets interconnected with buildings and basements and ramps and tunnels. The Objective of the game is to defend a Stronghold, against a relentless wave after wave assault from an increasingly resourceful Confederate army. When they start to send rocket launching and flame throwing elites, and I was still taking single pot shots at them from upstairs windows it seemed like a insurmountable quest, but one which kept drawing me to it, like a moth to a paraffin flame. Once you fathom out that your power meter at the bottom, fills up slowly as your AI teammates make kills, you can utilise this power to purchase and build key defensive measures. Pressing 'G' will flip you into a top down, RTS style mode, where you can buy machine gun nests, supply stations, trip wires, poison traps, Anti-tank turrets and the like. Dropping these in place at choke points and crossroads is vital to holding back the flow of multipathing enemies. Pressing 'M' allows you to use some of your power reserve to buy different weapons, and a much machine gun with grenade launcher can come in very handy.
As time progresses, Elite troops wade in, and some take meandering paths, designed to flank you, or keep you at bay whilst the main body of troops march onward to your stronghold. With more and more troops on the field mini-bosses in the form of Officers turn up, with chainguns blazing, and these are tough cookies to deal with. They also seem to dodge in and out of buildings, so laying waste to an officer usually involves pursuit, and thinning his bodyguard minions. Then you find yourself up against Armoured vehicles, in the demo, you are menaced by a tank, a machine gun toting and explosive shell throwing killing machine. These things require repeated shelling or grenading, your molotov cocktails won't make much of an impact here. Setting up a string of trip wire mines will help weather them down. And pumping in MG grenades in from a shielded position might help. In the full game, you will meet up with spider walking mechs with bouncing fireball shells, that can devastate an area rather quickly, torching your defenses.

If your stronghold goes down, and you have the power resources to rebuild it, then get it back soldier, and make it snappy. The game tends to ebb and flow as you run around and find power pickups, and you lay waste to lots of enemies at bottleneck choke points. Downing an officer and taking his chaingun, spraying a path through the advancing cannon fodder can be very therapeutic. If your defenses take a battering, you can swap to your spanner, and start to repair them, whilst dodging the bullets. You can also upgrade the defenses if you can harvest enough power to do so..

So, in the end, you're placed in a tower defense style game, where you can not only lay down defensive placements, but you can go lone wolf and have a gun toting role to play in stemming the flow. Checking the map and reacting to enemy outbreaks down the different paths is one of the main strategic elements to master. And one which if mastered can alter the whole outcome of the conflict. It can turn into a war of attrition, but one in which you're at the frontline, making the decisions and also making the plays with your shooting and strafing and dodging skills. Map knowledge is also key, to turn run of the mill streets into killing zones. You can run the game in single player mode, where your teammates are AI controlled and they do a decent enough job, turning their hand to whatever (laying down fire, repairing mechanisms etc). You can also run a dedicated server, and have people connect to join you co-operatively in the defensive carnage. Or you can join an official server (although at the time, the most people I saw playing on an official server was about 6).

I like shooters. And I like Tower defense games. Put them both together, with the possibility of co-op play, and I can see why it draws me in.

Dwar Fortress Unlocked

http://www.bay12games.com/dwarves/

An ascii based "Settlers like" game or a rogue-like if you want, with procedurally generated landscapes and a whole lot of depth. But until now, the joys and complexities of it have been locked away in an interface thats confusing and positively hostile... however, some kind souls have unlocked pandora's box and thrown together 14 x 10 minute video tutorials/guides on how to get started with the magic within...

Video Guides
http://uk.youtube.com/view_play_list?p=5A3D7682BDD48FC2&page=1

The Spirit Engine 2

http://www.thespiritengine.com/tse2-download.html



This is a nifty little find, a sequel, but its got a lot going for it. Good presentation, in a 2d spritey way. Some believable characters even though the dialogue is a bit OTT sometimes. But what sets it apart is the battles, on a timer, but sped up can become quite arcadey in a way. And the tweaking and setting up of attack chains is very well done. The skillsets take a bit of getting used to, and your party composition is almost certainly going to be Knight, Musketeer and Priest to cover all your bases, its refreshing to have such a complex and satisfying battle mechanism tied up into such a bite-size casual RPG. Well worth the 9 quid if you ask me.

Evochron Legends Launched!

http://starwraith3dgames.home.att.net/evochronlegends/index.htm



Those StarWraith people, have released their latest Space Sim Evochron Legends, which updates the graphics and adds more functionality than their previous games. The demo is up for download now.