Tides of Infamy - v0.04 is ready!

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havoc

Marquis
Tides of Infamy is a age of sail RPG set in a fictional world with semi-historic ships. It is a game i've been working on for over a year now on and off and im now at the point where im really diving into its development. The player will be the captain of a ship and will engage in ship to ship combat as well as melee combat, they'll be able to explore, search for treasure, and do quests, etc. All the good ****, yo.

Downloads:

Tides of Infamy v0.04
Anyone who has downloaded v0.03 already can just use the in-game updater to download the latest patch (~70mb (I added a lot))
Tides of Infamy v0.04 - 82mb (Full build)

Change List:

Tweaks:
- Made menu selections revolve
- Resized a few things to make certain menus fit better on smaller screens
- Tweaked AI and path finding
- Added more LODs
- Removed cannon flaps (for now), to see if it improves quirky physics ****
- Tweaks to various lines of codes that should improve performance (maybe)
- Cannonballs of all types now do a bit more damage
- Gave more range to swivel guns, gave cannons more range in general
- A few more tweaks to the quick battle menu

Bug Fixes:
- Fixed bug that stopped crew members from moving to the cannons load position
- Fixed a few slight updater bugs
- You don't turn into a submarine when you hit the edge of the map
- More steps taken to prevent ship collisions
- Fixed a few swivel cannon aiming bugs

New Stuff:
- Crew members can now die by falling in the water, or impact with cannonballs
- Ships can now spawn with painted hulls
- Flags are now simulated cloth, just 'cos it looks cool
- Actual flag designs
- A new map
- You can now battle at dawn
- A vary large animal that makes loud moans (no, not your mother)
- A new ship

- Many bug fixes
- AI improvements
- Reduced the probability that ships will collide
- Fire at Will command (the 0 key)
- Fire on command command (default, the 9 key)
- Path finding improvements
- Engagement improvements
- In game auto updater
- Fixed bug on bug reporter that failed to send screenshots
- Added pause menu
- Various other menu tweaks
- Various other tweaks of all kinds
- Changed spawn method


Screenshots:
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colourscreen1.png

colourscreen2.png

colourscreen3.png

34ex89i.jpg

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Controls:

Basic Movement:
WASD - Walking
Space - Jump
F - Interact
R Mouse - Spyglass

Commands:
1,2,3 - Change Ammo
0 - Fire at Will
9 - Fire on command
Up arrow - Ready Guns
Z and X - Raise and lower aim of deck cannons
Left and right arrows - Broadsides
Down arrow - Stand down guns
P - make AI helmsman sail your ship in patrol mode (activating the helm with stop this)
LShift - Hold while using a broadside to fire just swivel guns

Sailing:
(While using the helm)
A and D - Rudder left and right
Mouse wheel - Sail level


http://www.indiedb.com/games/tides-of-infamy-rebirth
 
Space RTS game. I freakin' love RTS games and I think the sci-fi genre is plain awesome.

Would be best if it'd be a blend of 3D and 2D, graphics aren't that important, the simulation however is.
 
Space RTS game for me. Based on Freespace game.

You set up colonies and such , fight the Vasudans until (some turn or random) the Shivans come, fight and bla bla. Develop ships and design stations, research new weapons to fight your adversaries.

That's what I would like :smile:.
 
Survival and adventure in a world on fire. (Literally. The entire surface of the world is on fire and the only habitable places are underground or in low orbit)
 
I've always wondered why no one made (or at least, I haven't seen) a battle/war simulator with realistic numbers. Like, tens of thousands of combatants. I've only ever seen scaled-down numbers like in Total War games, or glorified spreadsheets with abstract numbers and dice rolls. The camera doesn't even have to be zoomable, just a bird's eye view and having the feel of a truly colossal struggle going on would be great. And with integrated 'battle' and 'strategy' modes.

Probably not a feasible idea if you're a one-man dev, but hey, you did ask for vomit.
 
Imagine a globe that you can right click and move around.On this globe are two distinctly neon coloured dots. It's sort of like an RTS but you will have no direct control over the individual units, instead giving general orders to vast sections of these dots as they wage their terrible wars against one another. As you imagine, pushing in one direction would make the flanks lower in your dots, leading to you being vulnerable to flanking maneuvers.

Positioning of strongholds, trenchlines, and artillery lines will be of strategic importance, you'll just have to leave the tactics up to our fellow dots.
 
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