Ready! Aim! Fire! Ballista Featured Vehicle Winners Announced
It's been a while since the last update. I've been away for over a month (see below), but I'm back now and looking forward to adding some new combat elements and 2nd campaign to the game. That work starts tomorrow. Today we're taking a look at the amazing creations from the 10th Featured Vehicle contest. This month's theme was Ballistas.


I'll have a video below with the highlights of the testing, but the two Ballistas above were the head of the pack this time. There were 12 Featured Vehicles total, with these 2 being amazingly accurate and powerful while being reloadable at the same time. I don't have a "special prize" from them, but both the GyroFlyWheel Ballista by PyroTeknikid and Gyro Torsion Ballista V2 by (Arch)B_Glo were both worthy of some special recognition. Well done to both of you!
Here's the full rundown of the 12 Featured Vehicles and 13 Honorable Mentions:
FEATURED VEHICLES
GyroFlyWheel Ballista - PyroTeknikid
Gyro Torsion Ballista V2 - (Arch)B_Glo
The Ballista - Dominus Nicta
Air Ballista - St. Nicolas
Big Bad Ballista - HowToWin2222
Baliste Mk 1a - Stranger
Auto Ballista - FerroCentric
Artillery Scorpion Mk I - (Arch)B_Glo
Acla Javelin - Arad
Prototype Rail Ballista - WSung
Prototype Grapplista - (Arch)B_Glo
Basic Ballista - Richard333
HONORABLE MENTIONS
Realistic Ballista - (Arch)B_Glo
Mobile Ballista - St. Nicalis
Ballista V2 - Komarsh
Ballox - Philosaur
Wartime Ballista - IntenseAngel84
Polaris Cannon - Turbo Jack Flash
Iron Ballista - Enteroctopus Darksilis
Rail Ballista - St. Nicalis
Concept Ballista - (Arch)B_Glo
Ballistauto - (Arch)B_Glo
Realistic Ballista - WSung
Ballista - MrNobody Gaming
Baliste Mk 2 - Stranger
And here's the highlight video:
[previewyoutube][/previewyoutube]
NEXT THEME: EXCAVATORS Due Date: March 15th
We've only had one traditional construction vehicle theme so far, and it felt like a good time for another. So this time we're want an Excavator. Excavators have many uses, and one of those is often tearing down a medium-sized building with precision. I'll use the excavators on a building proportional to the size. The Excavators don't have to be entirely traditional, but it's fine if they are, as long as they do the job and look good doing it.
WHERE HAVE I BEEN?
Many of you may have noticed I haven't updated the game in over a month (that's a long time for me). Part of the break was due to the holidays, but not all of it. I've mentioned a side-project before, and I have spent a lot of time recently trying to get a demo of that done. The demo is essentially finished now, about a week later than I hoped it would be. Due to the longer-than-expected completion time, I'm going to wait even longer to release the demo. Steam's February Next Fest is just around the corner, and people have already started unleashing a *lot* of demos from that into the wild. With the demo out of the way, I don't plan on working on the side-project much at all for quite a while (many months, possibly longer). So I'm back to Instruments full-time.
I have to admit I'm also trying to kill a little bit of time by having worked on the side project. Someone I *really* want to work with is planning to start helping out on Instruments in May, and he's one of the best programmers I've ever worked with. Instruments of Destruction has an enormous amount of potential, and it's sometimes overwhelming to think about all the things that *could* be done with the physics/destruction engine and vehicle builder. The Roadmap is still a good guide to the overall path to version 1.0, but it's possible ambitions for the game will grow larger if all goes well.
For now, I'll be focusing on adding more combat elements to the game. Until next time...


I'll have a video below with the highlights of the testing, but the two Ballistas above were the head of the pack this time. There were 12 Featured Vehicles total, with these 2 being amazingly accurate and powerful while being reloadable at the same time. I don't have a "special prize" from them, but both the GyroFlyWheel Ballista by PyroTeknikid and Gyro Torsion Ballista V2 by (Arch)B_Glo were both worthy of some special recognition. Well done to both of you!
Here's the full rundown of the 12 Featured Vehicles and 13 Honorable Mentions:
FEATURED VEHICLES
GyroFlyWheel Ballista - PyroTeknikid
Gyro Torsion Ballista V2 - (Arch)B_Glo
The Ballista - Dominus Nicta
Air Ballista - St. Nicolas
Big Bad Ballista - HowToWin2222
Baliste Mk 1a - Stranger
Auto Ballista - FerroCentric
Artillery Scorpion Mk I - (Arch)B_Glo
Acla Javelin - Arad
Prototype Rail Ballista - WSung
Prototype Grapplista - (Arch)B_Glo
Basic Ballista - Richard333
HONORABLE MENTIONS
Realistic Ballista - (Arch)B_Glo
Mobile Ballista - St. Nicalis
Ballista V2 - Komarsh
Ballox - Philosaur
Wartime Ballista - IntenseAngel84
Polaris Cannon - Turbo Jack Flash
Iron Ballista - Enteroctopus Darksilis
Rail Ballista - St. Nicalis
Concept Ballista - (Arch)B_Glo
Ballistauto - (Arch)B_Glo
Realistic Ballista - WSung
Ballista - MrNobody Gaming
Baliste Mk 2 - Stranger
And here's the highlight video:
[previewyoutube][/previewyoutube]
NEXT THEME: EXCAVATORS Due Date: March 15th
We've only had one traditional construction vehicle theme so far, and it felt like a good time for another. So this time we're want an Excavator. Excavators have many uses, and one of those is often tearing down a medium-sized building with precision. I'll use the excavators on a building proportional to the size. The Excavators don't have to be entirely traditional, but it's fine if they are, as long as they do the job and look good doing it.
WHERE HAVE I BEEN?
Many of you may have noticed I haven't updated the game in over a month (that's a long time for me). Part of the break was due to the holidays, but not all of it. I've mentioned a side-project before, and I have spent a lot of time recently trying to get a demo of that done. The demo is essentially finished now, about a week later than I hoped it would be. Due to the longer-than-expected completion time, I'm going to wait even longer to release the demo. Steam's February Next Fest is just around the corner, and people have already started unleashing a *lot* of demos from that into the wild. With the demo out of the way, I don't plan on working on the side-project much at all for quite a while (many months, possibly longer). So I'm back to Instruments full-time.
I have to admit I'm also trying to kill a little bit of time by having worked on the side project. Someone I *really* want to work with is planning to start helping out on Instruments in May, and he's one of the best programmers I've ever worked with. Instruments of Destruction has an enormous amount of potential, and it's sometimes overwhelming to think about all the things that *could* be done with the physics/destruction engine and vehicle builder. The Roadmap is still a good guide to the overall path to version 1.0, but it's possible ambitions for the game will grow larger if all goes well.
For now, I'll be focusing on adding more combat elements to the game. Until next time...