Archive for June, 2009
Posted by Chris McElligott Park on June 29th, 2009
Arcen Games is pleased to announce the release of AI War: Fleet Command version 1.008. You can download a trial version of the game, as well as purchase a license key to unlock the full version. If you already have the game or demo installed, just hit “Check For Updates” inside the game to get […]
Posted by Chris McElligott Park on June 29th, 2009
The soundtrack from AI War has been widely praised, and with good reason. If you can’t get enough of the music while playing the game, or you love the music but RTS games just aren’t your thing, you’re in luck: iTunes is now carrying the original soundtrack (OST) for the game! In the iTunes […]
Posted by Chris McElligott Park on June 26th, 2009
This weekend only, you can get AI War: Fleet Command for 25% off the regular price at Stardock’s Impulse store. AI War is already an incredible value, but this is a great chance to get it at an even lower price ($14.99 instead of the usual $19.99).
Posted by Chris McElligott Park on June 24th, 2009
Arcen Games is pleased to announce the release of AI War: Fleet Command version 1.007. You can download a trial version of the game, as well as purchase a license key to unlock the full version. If you already have the game or demo installed, just hit “Check For Updates” inside the game to get […]
Posted by Chris McElligott Park on June 19th, 2009
Two new reviews of AI War have now come out. Be sure to click the links to read the full reviews, if you’re interested! We’ve also now set up a Press & Player Reactions page to aggregate reviews and player reactions all in one place. I can’t recommend it any more highly to strategy fans […]
Posted by Chris McElligott Park on June 17th, 2009
With a nudge in the right direction from the SlimDX devs, I’ve finally got a working streaming solution for DirectSound in SlimDX. This will be a part of the 1.007 release of AI War, improving performance in the game, but I also wanted to share the code for this since it isn’t out there anywhere […]
Posted by Chris McElligott Park on June 17th, 2009
Arcen Games is pleased to announce the release of AI War: Fleet Command version 1.006. You can download a trial version of the game, as well as purchase a license key to unlock the full version. If you already have the game or demo installed, just hit “Check For Updates” inside the game to get […]
Posted by Chris McElligott Park on June 15th, 2009
The first part of this article series was basically an introduction to our AI design, and the second part of this article series took a look at some of the LINQ code used in the game, as well as discussing danger levels and clarifying a few points from the first article. The second article was […]
Posted by Chris McElligott Park on June 15th, 2009
Apparently my game AI War: Fleet Command is the first selling game to use the SlimDX development framework. Does it reflect poorly on me that I didn’t know that until today, a month after my game was actually released? Well, that knowledge probably wouldn’t have scared me off from using their library, anyway — the […]
Posted by Chris McElligott Park on June 10th, 2009
Arcen Games is pleased to announce the release of AI War: Fleet Command version 1.005. You can download a trial version of the game, as well as purchase a license key to unlock the full version. If you already have the game or demo installed, just hit “Check For Updates” inside the game to get […]
Posted by Chris McElligott Park on June 5th, 2009
From the post: I checked out the demo last week and came away surprised just how deep this game is. The game isn’t for the faint of heart when it comes to strategy. Thankfully there’s a full tutorial available to walk you through the game. The cooperative mode feels very robust, but you’ll definitely want […]
Posted by Chris McElligott Park on June 4th, 2009
AI War is now on GameTrove, an indie-focused game site!
Posted by Chris McElligott Park on June 3rd, 2009
The first part of this article series has been a hit with a lot of people, yet criticized by others for being too introductory/broad. Fair enough, starting with this article I’m going to get a lot lower-level. If you’re not a programmer or an AI enthusiast, you probably won’t find much interest beyond this point. […]
Posted by Chris McElligott Park on June 2nd, 2009
From the review: Since you specify the parameters of the Universe you play in, there are a lot of replay opportunities and the degrees of AI difficulty and play style will also further add to that, so you’re getting a lot of indie-fuelled strategic play for your $20. But you are also encouraged to become […]
Posted by Chris McElligott Park on June 2nd, 2009
Arcen Games is pleased to announce the release of AI War: Fleet Command version 1.004. You can download a trial version of the game, as well as purchase a license key to unlock the full version. If you already have the game or demo installed, just hit “Check For Updates” inside the game to get […]
Posted by Chris McElligott Park on June 2nd, 2009
A lot of people have been curious about how the AI in AI War: Fleet Command works, since we have been able to achieve so much more realistic strategic/tactical results compared to the AI in most RTS games. Part 1 of this series will give an overview of the design philosophy we used, and later […]
Posted by Chris McElligott Park on June 1st, 2009
My latest game, AI War: Fleet Command, has some of the highest unit counts in the RTS genre. Most campaigns against moderately-hard AIs have over 30,000 ships being simulated at once by the time they are done, and many multiplayer campaigns have upwards of 60,000 or more ships. The game is coded in C#, a […]