Mechadroids Round 4 and Update 1.2.0

With Round 4 starting (Update 1.2.0) we release our largest Mechadroids update! Along with all the great new features we mentioned in the previous blog post we’ve made one or two tweaks and bug fixes.

Congratulations to ‘NeverLupus’ who has been duking it out from Round 1 to win a round, narrowly missing out each time. This time he has emerged victorious from the wreckage! Special mention to ‘WiredDroid2’ and ‘saq’ for being close behind.

So… what’s next? We’ll be working on a web version of the game for Facebook and Google+, along with more features for the Android version. It’s still early days but expect to hear more information about that in the coming weeks.

That said… enjoy Round 4!

Here is the full changelog…
(more…)

Round 4 Info: New Mechadroids and New Features!

Round 4 starts tomorrow and we’ve been working really hard to bring some awesome features into Mechadroids!

Two Premium Mechadroids: Ninja vs Pirate!

Round 4 - Mechadroids Preview

We’re introducing two new Mechadroids to the store! The Ninja, a covert agent of unorthodox warfare, and the Pirate, criminal scum of the world. When you purchase them in the Mechadroids store you’ll get a free rebuild and the full set of Mechadroid parts to remake yourself however you’d like!

New (Active) Battle System

You now have a choice of continuing to use the old battle system (now named ‘Passive Battle’) or using the new, more involved, Active Battle system. Using this new system you’ll have much more control over fighting. You’ll fight the battles turn by turn with a choice of four different attacks (normal, power, quick and scatter shot). You’ll be able to feel out your opponent’s weakness while fighting and exploit it ’till they are crying “Please…. No More!”.

Bounty System

Have that certain foe that keeps stealing all your credits? Have trouble beating them yourself? Put them up on the bounty board! You’ll be able to set credit and BP bounties on any player in the game. Any victory against a bountied player will give you some of the bounty and by people winning they will also steal credits off the bountied player so it’s a win/win situation… except for the bountied!

So that’s a taste of the new features coming tomorrow, not to mention the bug fixes and other smaller changes. See you at 8am UTC+1!

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! https://t.co/B5N01jrA70 #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC

@CWolf: CI love #GameDev #RV

21/11/2017 @ 4:06pm UTC