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SURVIVAL DEMO RELEASED AND ATTACHED!!!
(1.61 was deleted to make room)
NEW PEOPLE TO THIS THREAD:
rather than reading through all these posts which you probobly dont feel like doing, read the entire first post and last post or 2 and you're caught up and ready to post!
JOIN OUR NEW FORUMS!
http://zekegames.createforum.com/portal.php
(public beta testing cancelled. It will be conducted by the ZekeGames team instead)
The forums have:
A screenshot gallery
A video gallery
few members right now
were to stay in tune for bleare kindoms.... which I cant talk about yet... you wish I could. You know it.
--- THE FLUFFUM WAR ---
THE BASE DEFENSE DEMO IS ATTACHED
I'd love to update the demo (its so old!) but with my current internet I cannot, and the code that setup the demo is trashed. But you can see the updated engine when the multiplayer demo comes out.
MULTIPLAYER DEMO IS ATTACHED TO SECOND POST
ABOUT THE GAME
super basic overview - aliens vs. humans. Battles, explosions, plasma. aliens are the fluffums, cute creatures who maul you.
The game has 3 modes:
Campain -
Base Defense mode - (demo one is this)
Multiplayer - (not online, demo coming out soon)
::::::: Detailed Info :::::
(NOTE: MANY FEATURES LISTED HERE ARE NOT INCLUDED IN THE FIRST DEMO)
You move with WASD (w is jump) and you aim with your mouse, your gun follows it. You click, you shoot, and a cute little muzzleflash shows up. Your plasma slowly recharges and can reach up to 15. Each bullet uses up one.
In base defense mode, you start out alone. The enemy (fluffums) open up spawnholes. The enemy fluffums float and move toward you to attack. For each one you kill, you gain money. With that money you can buy units, turrets, ships, walls, force feilds, missile launchers, and much more to build up your base with. The fluffum march slowly increases at an exponential rate, so your always challenged. Here you totally build up complex bases in-game with force-feilds, ships, etc. Fast paced amazement.
In campain there are cutscenes etc. to bring you along the story-driven mission sets, which there are many of. See the heading storyline. Campain includes super diverse enviroments such as snowy plateus, super dense forests, plains, cliffs, mountains etc.
The fluffum have many units against you, and they know how to fight. They use regular fluffums, large fluffums with great amounts of health, spectral fluffums that can go through walls, and fireball fluffums which launch devastating fire-bombs into your base. (building force-feilds is a good idea). They also have more units, some only available to multiplayer, some only to the campain, etc. these include battlesuit fluffums, turrets, walls, force-feilds, buildable spawnholes, and pain embracers(and more).
:::::::::::::::::::: STORY ::::::::::::::::::
Of course this is in the future, but not the far-far future. Around 2124. Scanners detected large amounts of Tyrammiuslacintinium (a newly found rare element with many good uses), which of course drug us humans in like moths to a lantern. It turns out that lantern was a bug-zapper. (ha!)
After arriving, the species that inhabited the planed attacked and mauled us as we mined. We shot back, but bullets had no effect on the ghostly beings. We gave up mining the planet, but 3 years later we came back with a plasma solution that would cut through them. We triuphed. But it turns out, the surges continue to grow, the fluffum march seems to have no end. And they are adapting. fast. too fast. They developed an anti matter plasma, that we call bio-ultim, which, though latin, translates into life - end (it really does!). It kills any cell it touches, which isnt good when it flies through you. So we were getting pushed back again. This is where you come in, an elite april5 soldier coming to kick some butt. No sooner than you arrive on the planet, some fluffum mothership blows up earth. ouch. Now with this our only planet, both species - humans and fluffums - are trapped in a desperate race for survival. And both are determined to win.
Graphics::::
this game especially the graphics are a big focus. It takes a long time to draw the sprites, then we apply alpha values and blend color modes etc etc to give everything a nice effect. motion blur is added to where it is needed (fangbearers) but isnt over-used. It also includes extra tidbits like shell casings extracted from your gun that use neat physics, and things like when you shoot through the branches of a tree leaves fall down, from randomly generated blood particle effects, the beams of light coming down from the trees that shine on you (campian) and other particle effects. It includes nicely blended explosions, and blah blah blah. Graphics cards that glow and/or have a cool looking fan on them are recommended.
BTW the computer I make and play this on has 1.24 gigs of ram, so I will need testers later on with low-end machines to set out the minimum system requirements, which are probobly going to be pretty high.
MULTIPLAYER
Starting out, A message appears. "player one's turn" after player one (the humans) presses ok, and they gain 450 or so bucks, and they have 30 seconds (no character, cusor controlled) he builds up base etc. THen player 2's turn, and so on.
The battlefield is like so. Large, with a crystal at each base, one in the middle, and one in some inportant chokepoint (there will be several maps). Players can't build units if they arent a certain distance from allies, so you cant just jump to the enemies base with 10 turrets. Ah-no. Your supply lines are determined by the number of units and the size of your base, the cursor changes color to show what territory its in. Now if you are close enough to the crystal, you build up some units to guard it. When the crystal has enough positive(human) or negative(fluffum) energy around it, it will change color. You win if you have em all. Player 2 is the fluffums, and they get a whole new range of unique weaponry. A cool strategically open advantage is that firballs skip through fluffum walls, gaining height and speed. Use your brain (muahahaha). Each side has advantages and disadvantages. Fluffum players can open up spawnholes.
the demo is finished and attached to the second post.
:::::::::::::: PROGRESS REPORT ::::::::::::::
Determining abandonment.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::[b]