We’re working on a map that should be familiar to MOBA players.
Everything is still in progress … these aren’t final designs yet.
Canyon - 3v3 and 5v5 - A basic map with land and air forward bases capturable for both teams, and 3 lanes. Varied terrain levels change up gameplay and allow for sniper spots and the like. (italic text is a potential feature)
Objective: Destroy enemy teleport pylon.
<*>Capture points could be in the middle of the lanes or within the jungle areas.
<*>Capture points will probably include a hangar with additional ships. Might act as an additional spawn point.
<*>Two towers per team in each lane
<*>Jungle areas (white-space is walkable area) allow movement between lanes at various sections (but restrict lane access underneath a tower’s radius). They could also contain typical buffs / gold camps
<*>Both sides of the jungle should be identical - mirrored and flipped so that regardless of which team the player is on, the map will always play the same.
<*>Pylon located at each end of the map.
<*>Pylon area acts as spawn location and shopping area.
<*>Capture points are protected by a forcefield
<*>Could have towers around them (Depending on the capture points controller these change team and respawn on capture)
<*>External power source could be powering the forcefield - destroying it will allow players to capture the capture point
<*>This map will be for 5v5 gameplay
Variants
A.M.M.O. Design update
We have now fixed many of the early known bugs with A.M.M.O. and are now focusing on design aspects. This means that our next patch will potentially be delayed. In the interim, I will be posting Design Feature updates here and on Steel Storm's Facebook page ( https://www.facebook.com/steel.storm.game ) about upcoming features and changes.
We hope to engage all of you players out there and get feedback so we make content you want to play!
Steel Storm DLC2 (Forgotten Prison) progress in pictures
As I was coding for Forgotten Prison, I realized that once DLC2 is out, you could make an adventure game with NPCs and quests without ever touching code. It's all in the power of NetRadiant level editor and built-in mission editor!
The question is how to make people aware of such potential ? Although it's not MineCraft's ease of building worlds, it's certainly easier than UDK and other modern dev kits :)
A.M.M.O. version 3.00.3102 is now live!
The RIAC or Separatist Union request your presence, pilots!
Version 3.00.3102 - A.M.M.O. mod for Steel Storm: Burning Retribution
CHANGES:
Update: Beta map's fusion core is better protected (though still being adjusted), and a bug was fixed that was preventing a hacking terminal from being used.
Update: Both alpha and beta maps have a simple objective writeup describing what's needed to take down the shield protecting the pylon.
Update: Random appearance of loadout menu should no longer occur.
Update: Green team colors have been converted back to blue.
New: Attacking enemy buildings will result in visual and aural "Your Base Is Under Attack" for the attacked team.
New: Defeated team now sees Defeat notification instead of Victory.
New: Heavy plasma/proton turrets exist on both maps. Unlike other turrets, these will regenerate.
New: Pylon health bars are now shown across the top of the screen for both teams.
New: As a result of the pylon health bars, the radar map has been moved to the bottom right side of the screen. The bottom right status panel has also been modified to accommodate the radar map.
-- Known bug: Turrets for heavy tank are not moving.
-- Known bug: Ending a game while in loadout window does not remove the loadout window until exiting the level.
-- Known bug: Steam Overlay can cause crashes or texture loss...
It is suggested especially for AMD/ATI users to turn off Steam overlay for this build, or add +gl_mesh_testmanualfeeding 1 in command line options.
A.M.M.O. v3.00.03101 update is up live!
Ladies and gentlemen, for your enjoyment, it happened again!
Version 3.00.03101 - A.M.M.O. mod for Steel Storm: Burning Retribution
CHANGES:
Update: Heavy tank now retains its turrets after respawning.
Update: Switching from a heavy tank to a lighter one should no longer give the latter extra turrets sticking out from its chassis.
Update: Multiplayer should now show the correct chassis models being used by all other players.
New: Respawning will now restore you to your last loadout.
New: Terminals are now activated by proximity.
New: Blue team will now spawn green models. Solely for the purpose of testing and feedback.
-- Known bug: Switching chassis' very quickly still causes the extra turrets... next build will implement a timer to avoid this condition.
-- Known bug: Steam Overlay can cause crashes or texture loss...
It is suggested especially for AMD/ATI users to turn off Steam overlay for this build.
A.M.M.O. Alpha is live!
There is a new option available when you start the game. :)
Vision of the future with Kot-in-Action
Hey folks,
I had an interesting meeting today, where I got some insight on the current state of the industry and market of video games. We were lucky enough to develop Steel Storm and release it in 2011.
Things have changed greatly. On our part, we have raised the bar high with Steel Storm 2 and are planning on keeping it to the standard set at the beginning of the development process. Building our engine on top of Doom 3 BFG is a quite an undertaking and it will take some time to accomplish. Fortunately it will be quite robust and a modern engine aimed at high performance gaming, potentially with support for Oculus Rift, Steamworks, etc. Not only it will allow us to accomplish Steel Storm 2's design, but also would serve (hopefully) as a solid foundation for aspiring indie game developers and the FOSS community.
We took some wrong turns business-wise after Steel Storm 1 was completed and polished. If I could predict the future, I wouldn't be writing this post ;) Fortunately Steel Storm 1's potential has not been exhausted and there have been several things unraveling behind the curtains.
A new DLC has been in development for Steel Storm. It's a map (or a few maps) including somewhat different gameplay mechanics accompanied by a new music track. I am building it from scratch, not reusing existing pieces and trying to keep it modular as I would like to release a set of prefabs so that aspiring modders could build new levels, not just missions.
We have revived the MOBA mod (if you remember we released a prototype in the fall of 2011) and have a playable alpha with victory conditions and an additional mission, which has been in development in the dungeons of a small indie team titled Zeolite Studios (Zeolite Studios is co-founded by our old community manager, zratchet). The alpha and follow-up alpha builds will be released either before DLC#2 or along with it. The Weapon Pack DLC will be required to play it. This mod will eventually (and hopefully) spin out into a standalone game, which will be given for free to Steel Storm 1 owners.
Another mark on my agenda is Steel Storm Special Edition, which will include quite some different gameplay compared to Steel Storm 1. Since we were not able to introduce community to the story of the original game, I would really like to utilize this opportunity and connect Steel Storm and Steel Storm 2. I imagine it being a sort of adventure game, with gameplay mechanics similar to the original, but with ammo pickups, save games (or check point saves), maybe quests and bloody monsters with gibs! :D Top-down Doom/Quake if you will, with a bit more of a story, which should flow nicely into the lore and storyline of Steel Storm 2.
While all this is going on, which will mostly require artistic attentions, Steel Storm 2's team can work on Storm Engine v1, fix it, incorporate features that are urgently needed for Steel Storm 2 and once we have solid tech to work with, we will resume fully fledged development on it. Currently we have put base AI together (we still use good ol' idTech 4 for development) and I shall unveil WiP videos of AI in action in a week or two.
That's sort of a road map for the nearest future, something I have been thinking on for a while, and today's meeting served as a catalyst for me to reveal my thoughts to the community. We want to revive Steel Storm brand, which lost its steam due to me being ignorant in PR and community management, and to do that we shall provide more entertainment for those who enjoyed the original game.
Now it's time for questions :)
- Alexander "motorsep" Zubov
First test character animation video for Steel Storm 2
Check it out http://steamcommunity.com/app/96200/discussions/0/864969953566640082/
A mobile version of the game - Steel Storm One
Finally it has arrived!
Steel Storm One, an Android version of Steel Storm: Burning Retribution has been released earlier today.
You can find it on Google Play store for $2.49 https://play.google.com/store/apps/details?id=com.kot_in_action.ssbr
Spread the news!
Week-long sale helps funding Steel Storm 2
Steel Storm is on sale yet again. Hopefully this sale will be more fruitful than the previous one. All proceeds are flowing directly into Steel Storm 2 funding.
Your help is, as always, appreciated and the way you can help us is by tweeting about the sale, Fb'ing about it, G+'ing about it and asking your followers to retweet.
A new purchasing option, 2-pack bundled with DLC will be up soon, which I will make a separate announcement about.