Archive for October, 2017

AI War 2 v0.600 Released! “Tutorial Engine”

Release notes here! This one is the first version available to our kickstarter backers as a whole, instead of just the earlier testing groups. The game is still very much in testing and development, however :) That said, there’s one new key piece: an in-game tutorial, and the engine which makes more of those possible. […]

AI War 2 v0.528 Released! “De-uglification, Part 1”

Release notes here! Before this release, the GUI was really ugly. After this release, the GUI is still really ugly. But now it’s a lot better organized! :) Main Menu Before: Main Menu After: Game Setup Menu Before: Game Setup Menu After: In-Game Display Before: In-Game Display (note the top bar, especially) After: More to […]

AI War 2 v0.527 Released! “Factious AI”

Release notes here! This one is all about new AI Types and being able to choose between them in the Lobby. There’s some neat new personalities in there (I’m especially fond of “Brawler”, but I always did love the Burlusts), but the more important thing is all the framework necessary to have different factions have […]

AI War 2 v0.525 Released! “Targeting Priorities: So Many Things To Shoot, So Little Time”

Release notes here! Lots of quality-of-fun improvements here, including much-improved support for having selections of stuff from multiple planets, helpful new info on the AI Defenses galaxy display mode, descriptions of many common units, and another round of basic balance changes. But the main thing is definitely the addition of targeting modes for control groups. […]

AI War 2 v0.524 Released! “Improvement Variety Pack #1”

Release notes here! No one theme here, other than “make the game more fun to play” :) Opening with some UI improvements from community member BadgerBadger, and moving on to some behavior changes from me to make waves behave in a more familiar fashion and to make your ships not fan out in a counter-productive […]

AI War 2 v0.523 Released! “Indefensible Interface”

Release notes here! This one started with more work on differentiating the planets. In the last release we made it so the AI’s controller on each planet can be in different places. Now we’ve gone the rest of the way with all of the code for determining the position and type of the AI’s defensive […]

Plans and Status Updates for AI War 2

(Crossposted from kickstarter.) Chris and Keith here! Apologies for not having made any kickstarter updates since June, good grief. We’ve had daily or weekly interactions and updates on our forums, blog, youtube dev diary, and release notes pages for anyone who wanted the full firehose info dump, but that’s no excuse. Schedule Slippage – Overview Let’s get to the toughest topic […]

AI War 2 v0.522 Released! “Variations On A Theme”

Release notes here! Lots of crazy going on lately, hence it being two weeks since the last release (sorry!) This time I focused on articulating some key “joints” in the skeleton of how the game comes together: – Wormhole placement now has much more variety, while maintaining the rule that you can tell which direction […]