Posts Tagged “development”

The website for our particle engine has a new dress. Inspired from github doc. Hope you like it.

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(Image from flickr)

We are looking forward to get the public release done. At the moment some tickets are still open. A mixture of bugs, enhancements and setup related issues.

Not that much to get it done very soon but at the moment I have a really time consuming project called real life. This may not get better the next weeks but I hope from developing point of view to get the last tickets fixed as soon as possible.

For all of you waiting for the release please stay tuned. We are very close…

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While we are still heavily hunting ANGER bugs (currently with 0.5.21) i would like to show you a funny screenshot from the 0.5.19 build-series.

At that time core was just implementing some enhancements to  our Stage-Clear screen – basically adding 2 ingame-screenshots of the last  stage.

The idea behind that change was to add more player-individial/specific informations to that screen – screenshots from the last played stage might do the trick for us.

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Since the start of our ANGER-development project the game had only 1 game-mode. The entire game idea was based on manually/scripted levels if it comes to enemies, timings, positions etc.  That’s fine on the one side – as you have total control over each game-sequence – but it caused tons of work on the other side.

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Anger offers the ability to have autoweapons. This weapons can be placed at the ground and will fire at the enemies within the weapons range. At the moment a cannon, laser and thermal rocket is available.

The screen above was the result of my nephew. He likes the auto-weapons and uses them quite often. There was already a ticket from fidel to limit the number of autoweapons by class. Bad news for my nephew :-). Only 3 autoweapons per class allowed in the future.

Sorry.

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As core pointed out earlier we are getting close to our first public testing release (milestone 0.6). While we are working hard i would like to give another quicklook on some ticket-statistics.

Closed tickets per milestone

The red bar is the general ‘overall amount of new closed tickets per milestone‘ – which is put together by our different ticket-types (enhancements vs bugs vs discussions) and some special resolutions (duplicates vs works-for-me vs wontfix).

Overall we have 425 closed tickets since our first build … an impressive number from my point of view.

What else?

Well …. a lot – but for me the most important enhancement in the last 2 weeks was our new second gamemode ‘Survivor‘.

While our main game-mode ‘Campaign’ is basically a scripted level-scenario based on campaigns & subdivided in levels or stages the new ‘Survivor’-Mode is fully auto-generated. A single level with growing enemy-waves and a simple target for the player

Survive as long as possible.

Believe me … its getting hard ;)

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