Progress report: desert map, UI rework, and new weapons
It's been a while since our last announcement, so here's what we've been up to:
We're making steady progress on Dieselpunk Wars. Most of it is difficult to show, despite how important it is. Dozens of bugs big and small have been fixed and just as many improvements were made. Nevertheless, we want to keep you in the loop - so here are the three most flashy things we did:
Firstly, the desert map you funded (for which we're still very grateful, thank you ♥). It's shaping up to be the most expansive map in Dieselpunk Wars, matched in size only by the infinite ocean of the island map (which isn't really fair). We're hoping that this map will serve the story of the campaign mode well, while also giving the players plenty of space where they can engineer their own battles.
As you can see on the screenshot above, our desert isn't just a flat patch of sand. That would be far too boring. Instead, we have a small canyon, a river with some fertile land near it, and something special that we don't want to spoil just yet. And of course sand, loads of rocks and sand. Turns out, you need a lot of sand to make a desert, who knew?
Once the terrain is fully completed, we're going to add story missions for the campaign mode to it and work on post-processing, fog, and similar effects. Fear not, a scenario for this map is already done, so adding everything in shouldn't take too long!
Beyond this, we're still overhauling the UI. We're not quite yet ready to show it to you but we can tell you a bit about it! The build mode is what we tackled first since it needed improvements the most. Our new idea for the UI is a modular design - with the player controlling just how much information they want to see. This allows us to hide unnecessary windows until the player actually needs them for something. We freed up a ton of screen space just with this change.
This isn't everything of course! We also changed our approach to how parts are displayed. The old window will be replaced with a small, compact bar, showing only a few parts at a time. The player will be able to configure this bar by choosing what parts they want easy access to. This process is also streamlined, with many new categories for parts and more ways to sort and filter them.
Finally, we're still adding new and exciting weapons to the existing arsenal of Dieselpunk Wars! The most recent addition are two massive miniguns that will tear enemies to shreds! Due to their high rate of fire and large caliber, we had to balance them out somehow. We decided to use the heat mechanic. Now a minigun generates heat with every bullet fired, forcing a player to invest in efficient heat disposal if they want to use those fearsome weapons.
That is all for today, thanks for reading! And in light of the recent global events, our entire team wishes everyone to be in good health. Stay at home if you can and relax while playing some fun games. Stay safe and keep an eye out for the next update!
Kickstarter campaign summary - desert map funded!
Hello and welcome to our first update since our Kickstarter campaign successfully ended!
First of all, THANK YOU! Thank you, thank you, a thousand thank yous for everything you did to help Dieselpunk Wars get funded! We can't possibly express just how grateful we are for your trust and your support. You're awesome and we're going to make an epic game together!
This campaign may be over but we're not going to rest on our laurels, we have a game to make! We already started working on the new desert map and we haven't stopped analyzing the backers' feedback either. We're still on the hunt for bugs and we're always listening to new suggestions.
There's plenty of work left for us. We need to implement the new map you funded to both creative mode and campaign mode. There are also many features that we want to implement or improve. Once most of them are ready and functional, we'll work on improving game balance. Simultaneously, we're going to optimize Dieselpunk Wars further with the goal of keeping its system requirements as low as possible. Then there'll be time for QA and bug fixing. And we'll have to work on our marketing plan for release, as we feel that the game's key features (physics system, singleplayer campaign, no microtransactions) should be communicated better. All of this while keeping you up to speed on our progress, of course!
Keeping all of this in mind, we'd like to officially confirm that Dieselpunk Wars is set to be released by the 30th of June! Woo!
Those who backed us on Kickstarter will keep their access to the demo forever. We also plan to release the demo on Steam around the time when the full game goes live. Before it does, we will contact our backers to discuss their personalized rewards. We're still discussing the most efficient way of doing this, so hang tight for now.
Once again, thank you to everyone who was with us during the Kickstarter campaign. We loved watching players' creations and we encourage everyone to check out the creations gallery channel on our official discord server. There's some great stuff over there!
That's all for today! Thanks again, we'll stay in touch!
Be the best!
Do you want to push your creations even further?
Good news! We have new tutorials for you, focused around advanced rules and tricks that you can use on your advantage while creating ships, aircraft and all kinds of machines that can move on multiple kinds of terrain.
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We would love to hear your feedback! Please check out our Discord to have a chat with us or with fellow Dieselpunk Wars enthusiasts:
Take a look at our Kickstarter as well! You will receive access to our demo early if you back our project:
Dieselpunk Wars is a game of endless possibilities. It has hundreds of building elements, ranging from sloped armor to massive, triple-barreled guns. And thanks to our advanced physics system - which actually takes air drag into account - even the shape of your vehicle matters!
All of this could be a bit overwhelming at times if you're not prepared for this many options. That's why we prepared video tutorials! They'll help you understand the core concepts of our game, as well as get you started on your journey with Dieselpunk Wars.
The first video covers basic controls and gameplay mechanics, while the second one is all about creating your dream vehicle in build mode.
Create magnificent machines and pit them against each other - Dieselpunk Wars is now live on Kickstarter! Take a look at our campaign, back us, and get access to a playable demo before anyone else! Just click the link below: Kickstarter
This is a very exciting time for us. We want to enrich this game with extra maps, modules, music, multiplayer and more! But we need your help to make this happen.
This Kickstarter will last for 30 days. Over the course of the campaign, we will share additional videos, progress reports, and other surprises. Follow us on Facebook for the latest updates! Facebook
Wish us luck and spread the word!
You can also join our community on discord by clicking the link below:
Kickstarter campaign coming soon!
Hi!
If you’re watching us on our social media, you probably already know, that we’re about to start Dieselpunk Wars Kickstarter campaign.
Our goal during this campaign is to extend the content of Dieselpunk Wars with new maps, parts, modes, music, maybe even multiplayer. Working demo of our game will be soon available to you (more info about how to receive it, will be shared during the campaign).
We’re ready to start on Monday 20.01.2020yr! Please, consider supporting us, If you think, that we’re totally worth it!
To be notified on the first day of the campaign join our Discord!
Celebrate your Xmas with a BIG BANG!
We wish you a HUGE X-Mas Tree with EXCITING presents underneath! And an EXPLOSIVE New Year!
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Mechanical legs update - Gallery
When we added mechanical legs to our game, we didn’t realize their potential for making nature-inspired vehicles.
Scorpion was our first animal-like creation. We loved it, you like it, this was definitely what we had hoped to achieve!
Then there was a crab. We even updated its look, realizing that a spotting block could make some mean-looking eyes! This crab knows what you did...
Afterward, our imagination went even further. We created a mantis and used reflectors and glass blocks for its eyes. Our mechanical insect even got robotic limbs that enable it to move its drills up and down.
You can see more of our creations on our Discord server!
Campaign mode, new parts
The campaign will tell the story of a young engineer, his journey in search of revenge and ancient artifacts. The story will lead through a series of maps in different climates, each will have various main and side quests, items to collect and new parts to unlock.
Vehicles can move on mechanical legs (there will be several types of its) and jump using special parts
There are also new turrets and weapons
Few screenshots from interesting places
World are made from 3 big islands, each with different biome (grass, ice, desert)
with many fortresses, cities, villages, industrial installations and some really huge bridges.
If we assume that one basic building block have dimensions 3x3x3m, then the whole map will have size of 81 km^2 ;)