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xteamsoftware

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  1. New update 1.01 for OUYA and Android Complete all missions ( 50 ), battles ( 22 ) and campaigns ( 13 maps ) https://play.google.com/store/apps/details?id=com.xteamsoftware.retaliationpathofwar https://www.ouya.tv/game/Retaliation-Path-of-War/ To improve the "Retaliation" experience, we are developing board game version.
  2. Happy news to all players of Retaliation! We are happy to inform you that Retaliation Path of War android is available on GooglePlay: https://play.google.com/store/apps/details?id=com.xteamsoftware.retaliationpathofwar and for OUYA console https://www.ouya.tv/game/Retaliation-Path-of-War/
  3. Great news for Retaliation Path of War. Retaliation - Path of War has reached an important milestone: version 1.0, signaling the completion of the RC/Beta development phase. This release includes the grand finale for the second campaign and the implementation of the "split without confirmation" hardcode UI option. 50 Missions 22 Battles 2 Campaigns ( 15 maps ) 2 Missions Mode ( ConquerHQ, NoSurvivors ) 90 AI Strategy Actions http://www.retaliationgame.com/ We are happy to inform you that Retaliation Path of War is preparing to roll out our next phase of beta testing for OUYA and we'd like to invite you to join us. http://www.youtube.com/watch?v=njre5ZS63Gg To allow everybody to get an immediate hands-on experience with Retaliation, we have created a Flash demo version of Path of War. No download or installation is needed and you can start "right now" practicing your tank manoeuvres and base conquering by navigating to: http://www.xteamsoftware.com/site/game/retaliation_pow/
  4. A major release, 0.97 marks the introduction of a new gameplay mode to"Retaliation: Path of War", codenamed "no luck". If selected, all combatresults become deterministic, making the game more similar to chess.It is hence now possible to play Retaliation in four very differentmodes: classic boardgame style, videogamer mode (faster and smoother),arcade mode (good aim and reflexes influencing combat outcomes) andno-luck (deterministic).0.97 also brings a host of new features, chief among them thepossibility of hiding the UI buttons and hence play seeing only the game board.This release also comes with a new background music and a redesignedin-game options menu (with four levels of UI, from beginner to hardcore).http://www.retaliationgame.com/
  5. We are pleased to announce that "Retaliation Path of War" is available on Desura http://www.desura.com/games/retaliation-path-of-war We are happy to inform you that Retaliation Path of War is preparing to roll out our next phase of beta testing for Android and we'd like to invite you to join us; express your interest contacting us by email (check the website, /Contact/ page).
  6. The latest Release Candidate of "Koso and Piggy - My pig is starving!" 's demo version is available for play ( Flash ) Free Play At: http://www.xteamsoftware.com/game/kosoandpiggy/index.html This demo contains 35 playable levels, introducing the basic elements : - Piggy - movement - energy - bonus - traps ( holes, switchs, poison, bombs ) - obstacles - bounce - time 3 difficulty levels: Easy : no time Normal : standard time Hard : time reduced Currently in development for Android and iOs. We invite all interested players to participate in our beta testing program, offering up suggestions and spotting bugs in our product please contact us.
  7. Update 0.94bThe latest release completely renovates the graphics of the terrain tiles.From the next version it will also possible for users to select their preferred tileset.We are happy to inform you that Retaliation Path of War is preparing to roll out our next phase of beta testing for Android and we'd like to invite you to join us.NEW FEATURES: * Completely changed the graphics of the terrain tiles * (WIP) with the next release it will be possible to select a preferred tileset UNDER THE HOOD CHANGES: * increased campaign memory allocation * optimized tile rendering function * (developer only) graphical changes in fog of war * (developer only) added observer mode for multiplayer games BUGS STOMPED: * starting phase map directive was not applied * starting production was not reset after first turn * unit visualization during reinforcements under fog of war * "no enemy" event (AI) was not recognized * fixed max index for missions, battles and campaigns
  8. New update 0.94 available for download http://www.retaliationgame.com/ A major release, RC version 0.94 brings several new features: * the possibility to load external maps (created with the just released map editor) * 4 new missions and 4 new battles, introducing railroads and their use in combat, movement and reinforcements * the new map directive STARTING_PRODUCTION, which will allow maps where an initial amount of production is to be spent to build up the starting army * the first youtube video tutorials * and the possibility to run the game in fullscreen Video tutorials https://www.youtube.com/playlist?list=PL7S2H4SoEYRDhV6PPx36PIBpwJyHKbr3u As always, we welcome feedback from the users and their map creations (the best ones will be included in future versions of the game)
  9. Thank you CareBearCorpse, I couldn't have written it better. With the game designer, we had several discussions about the use of randomness in the game, as other people had raised this same issue. Our point is exactly what you so nicely expounded in your post: randomness is not a factor we'd like to take out from this kind of game, although obviously it must not be the only factor. Much as a real battle, the outcome of Retaliation fights is uncertain. On the other hand, players need tactical and strategical thinking (not to mention flexible battle plans exactly for those times when things go fubar) in order to succeed. As you said, the player, like in any aspect of life, will try to maximise the chances of victory (for example attacking from a hill with two flanking units against enemy on a field, rather than the opposite) and deal with bad luck or good luck accordingly. Luck can be a source of fun, unpredictability and even cunning exploit: Recently some players realised that sometimes the "bad luck" can be a source of good luck: for example when forced to retire by a "special roll" (double 1) they were happy to find out that misfortune turns to opportunity as the enemy would not be able to hit them back in those situations. The game designer commented that this was done on purpose (a feature, not a bug) and quoted a chinese proverb about the guy who lost a horse and nobody could tell if it was in the end a good or a bad thing (see http://mandarin.about.com/od/chineseculture/a/proverb_saiweng.htm). We are happy you like the game and we'll be sure not to let you down with all the planned future features (which are /a lot/).
  10. New update 0.93d. The latest update marks the unlocking of the first full campaign: aconnected multi-battle scenario, with its own background story (whichwill also continue with future campaigns). Each map begins where theprevious one finished, moving across a huge continent map which hasbeen created for Retaliation.This update also includes a new original music (by composer AndreaGiachini) and addresses three issues, as per requests expressed bymany players: 1) a new SplitUI: unifying the interface of Merge & Split to avoidmisclicks between merging moves and normal movement 2) new keyboard shortcuts, including "space bar" to deselect thecurrently selected unit 3) game phase titles, to clearly mark the changing of phases(movement, combat...) during the turnAs always we praise the development team for its fast response time toplayers' feedback, delivering timely updates, solutions and bugfixes.
  11. The 0.92 update introduces an alternative combat mode (called 'videogamer') which offers a smoother and more action-like combat phase. This mode has been designed for those players who would prefer a faster combat, without the use of dice rolls. Those who instead prefer to play in the classic board game mode can of course keep doing so. New graphical effects have been added, for explosions and smoke, which together with the isometric tank counters from 0.91 give a new visual feel to the game. The new hit/miss effects coupled with the videogamer mode remove the need to look at the results of dice rolls and let instead players concentrate on deploying their armies and enjoy the combat mayhem. Furthermore, this release introduces roads and the relevant rules, with 5 newly added maps covering both movement and combat on the road. You can also try the in-game rulebook, which has now been almost completely activated. As always, we welcome all feedback and suggestions!
  12. I am pleased to announce new update 0.91 new isometric 3d armour units (plastic counters style) and new particle sfx: explosions, fire, merge, create. Play free at: http://www.retaliationgame.com/ We invite all interested players to participate in our beta testing program, offering up suggestions and spotting bugs in our product.
  13. The only way is work and try. I tried to ask for feedback to BoardGameGeek, but I would not have responded. To make a good game we need everyone's help, especially from players. This version ( "path of war" ) is free and always will be, if the players give us advice/feedback, the game becomes very enjoyable to play. Everyone is happy. Now we adding 3d isometric graphics for the troops, for a better "board game" effect. This week will be available new 0.91 version with a dozen new missions / battles and numerous changes. Thanks!
  14. I thought so, and in fact, I love board games and think they're on average MUCH more interesting than (by far) most of today's videogames. If it's a conversion then it's obviously not your fault, but it's not "obvious" for board games to have dice. Actually I think dice are the cheapest way of handling action. They also add ambiguity and uncertainty in a very simple and cheap manner. But on the flip side they take away much depth and skill there could be to the game. It's like throwing out the baby with the bath water: You want uncertainty in your decision-contest, to make it not easily solvable, so you add chaos (i.e. randomness). But with that chaos you at the same time hurt the core of your system (the impact of player decisions). It just bothers me that so many people think board games need dice or highly random card draws to be interesting. Whereas actually the opposite is true. The most long-lasting and competitively robust systems rather shy away from randomness. I'm thinking of Chess, Go, Through The Desert, Puerto Rico, even Agricola. Then again, this is coming from somebody (me) for whom learning and individual skill gain are the core values of games themselves. This is where I get the fun from. And these values are obviously damaged by chaotic randomness and dependance on luck. Dice add that gambling aspect, that I myself find at least annoying, mostly just frustrating. Other people obviously like that and war gamers are probably among that group... Perfect, I have the same opinion I try to explain, my English is not very good. "Retaliation" was born as a board game, the conversion to videogame is very difficult. 1 - The rules. People don't read documents. ( To try to explain the rules we have created missions ) 2 - User interface. Many games are "complicated" : too many menus, icons, etc.. 3 - Dice. In boardgames are exciting in a videogame are boring. 4 - Graphic. Today the game is no longer interested: only graphics and efx: not fun but film. We seek a compromise: nice graphics but functional. "Path of War" ( current version ) is developed to find the solutions to these problems. Is an experimental version, We ask the opinion of users, hoping to make the best choices.
  15. Thanks to all for reply. This is the conversion of a board game, obviously with dice. We introduced an "arcade mode" but the game changes from original. http://www.youtube.com/watch?v=5Bl90WMa2Ho We are also working on a "experience system" 3D graphics is only for troops ( flags, tanks ) not tile. we are trying to make "Retaliation" more similar to a boardgame
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