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Author Archives: Keith LaMothe

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AI War 2 v0.719 Released! “Do Not Feed The Turrets”

AI War 2By Keith LaMotheApril 7, 2018Leave a comment

Release notes here! When players keep telling us turrets are underwhelming, we buff them. This time the buff-o-matic was really cranked up. The AI isn’t very happy about the result (despite having a few turrets of its own). There are also several other changes to make turrets work better (all waves launching in the AIWC…

AI War 2 v0.718 Released! “A Wild GUI Appears”

AI War 2By Keith LaMotheApril 3, 2018Leave a comment

Release notes here! This one is the first publicly-available release with part of the new UI that Chris has been working so hard on. Specifically, the UI you see in planet-view and galaxy-view in the game itself. There’s still a lot of work-in-progress but, wow, that sidebar. MANY thanks to Eric T. Edwards in lending…

AI War 2 v0.716 Released! “Activating Mk4 Grinding Machine”

AI War 2By Keith LaMotheMarch 28, 2018Leave a comment

Release notes here! This one takes another big step towards beta. 1) The biggest individual area of changes is the defensive game. Thanks to community feedback (especially chemical_art and Badger) we realized that waves were actually too close together (a big change from how it used to be) and turrets were both not advertising themselves…

AI War 2 v0.714 Released! “Shields Down”

AI War 2By Keith LaMotheMarch 20, 2018Leave a comment

Release notes here! The main change this time is definitely the removal of Shields (forcefields from AIWC), the rationale and discussion is too voluminous for this post, but if you’re curious the main discussion was here and here. (Edit: sorry, I was writing this in a hurry, and I forgot something very important: Thank you…

AI War 2 v0.711 Released! “Re-Mark-able”

AI War 2By Keith LaMotheMarch 12, 2018Leave a comment

Release notes here! The entire UI system has been basically overhauled. The xml definitions are largely the same, but under the hood it’s very different. The new approach makes it much easier to use in conjunction with the Unity WYSIWYG editor, which is very helpful when working with complex interfaces. The main menu has been…

AI War 2 v0.707 Released! “Activating Mk2 Grinding Machine”

AI War 2By Keith LaMotheFebruary 17, 2018Leave a comment

Release notes here! Before I talk more about the release, I should note that the GUI focus groups ( here ) are being an enormous help. Thanks so much to everyone helping there! We’re nearing a final design for various pre-game screens (main menu, lobby, etc) and look forward to getting those implements while the…

AI War 2 v0.704 Released! “About that Flair”

AI War 2By Keith LaMotheFebruary 3, 2018Leave a comment

Release notes here! This one (0.703 and 0.704) includes a wide variety of changes: * A ton of work on getting multiplayer functional again (still a ways to go, but it’s much further along). * A variety of quality-of-life improvements like edge-scrolling working despite UI elements, and selecting builders with B unsuppressing the build menu…

AI War 2 v0.702 Released! “Activating Mk1 Grinding Machine”

AI War 2By Keith LaMotheJanuary 25, 2018Leave a comment

Release notes here! During the development cycle of various AIWC expansions I reached a phase where I started naming the releases “Sanding Machine”, “Mk2 Sanding Machine”, and so on. It was a polish phase, albeit a violent sort of polishing. We’re not to the sanding stage yet here, but “Grinding” or maybe “Crushing”, like this:…

AI War 2 v0.700 Released! “Hunting The Wild Beta Beast”

AI War 2By Keith LaMotheJanuary 12, 2018Leave a comment

Release notes here! This one has a ton of improvements from the main menu background to the message you get when you inevitably lose. (Ok, it’s not completely inevitable). And just about everything in between. We’re approaching beta rapidly. For the full story please read the notes on the wiki, but here are some highlights:…

AI War 2 v0.613 Released! “When Changes Escape”

AI War 2By Keith LaMotheDecember 30, 2017Leave a comment

Release notes here! Normally there’s some rhyme or reason to a release. In this case it was just time for these changes to escape. It’s pretty quiet at the end of a year and we’re mostly occupied with celebrations and other non-professional-work stuff, but there’s still been some progress. The credits for this release don’t…

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