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New combat avatar: T-Raptor, New video



New combat avatar: T-Raptor


https://youtu.be/-qltMZDtto0
This is prototype of new combat avatar on which I'm working now:
T-Raptor is the most universal heavy assault drone that has the most diverse set of abilities and weapons. The main purpose of T-Raptor is to act on the ground. However, it also may effectively fight in the air and even underwater, but not for long time. Its energy weapon consumes a lot of energy, but T-Raptor can use a melee weapons in close fight if level of energy is low.





How will the T-Raptor play different from the Corsair? Corsair has only long range weapons so it was almost useless in close fight. But T-Raptor has in addition 2 kind of melee attacks + directed-energy weapon. For easier action in melee it has little different controls (especially turns & strafe) and appropriate set of animations. So, it is more universal combat avatar.

The development


Currently, it is still in progress, in playable prototype stage. So it is temporary unbalanced and may have some bugs, because I'm just recently finished work on T-Raptors artistic component. Check official development thread to see the process of creation: http://warshift.com/forum/2-305-1
Let me know if you have any ideas regarding T-Raptors weapons or abilities!

Other updates:


- Now you can start creating Units, Buildings and Airstrikes in one click on the unit’s icon.
- Changing camera position: you can choose position between 3 points using mouse wheel (currently available only for T-Raptor and Corsair). Zoom/Sight via right mouse button is available as well.
- Fixed error of missiles aiming
- Balance changes

T-Raptor Gameplay tactict and strategy (Tips and Hints video)


https://youtu.be/tCvhT2zrp7A
This helpful video I made while testing of T-Raptor, in order to clarify its combat tactics and some aspects of the general strategy gameplay. This short let’s play shows some HINTS: how new combat avatar can win match without a lot of units or buildings, but using an interesting tactics and stratagem: changing position of the base for better logistics. Because military logistics playing one of the main roles in this game. This quick gameplay mostly focused on T-Raptor, Dreadnought and aircraft usage.
(Please turn on annotations to see all TIPS and HINTS!)
Next gameplay videos will be focused on ground armies, unique buildings, orbital strikes and other different strategies. Subscribe to official WARSHIFT Youtube channel to be up to date all with official news, tutorials and gameplay videos.

Co-Op Mode (Playable prototype), Multiple enemy Avatars, V 1.37-1.38 updates.

V 1.38 Co-Op Mode [Playable prototype]
Lately I received so many requests for Co-Op mode from people. With this in mind I decided to start developing it. And I'm already implemented in the game a playable prototype of Co-Op mode!
It currently supports 3 players per team:
- Server become a Commander who can control the base development and troops, and also he can control its own Avatar.
- Other players become a Combat avatars. They can control only their Avatars.
- On the enemy side can be 1 AI Commander and 1-3 AI Combat avatars. You can flexible setup quantity and type of enemy Avatars and other match settings.
Multiple Enemy Avatars in Skirmish Mode
In the single player skirmish mode you also can add to the enemy team 1-3 AI Combat avatars. And some campaign missions now has additional enemy Avatars on 'Hard' difficulty mode.
All this required to rework of many gameplay aspects. So, work is not finished yet. Also, skirmish GUI was little changed in accordance with the new requirements.
Now I'm thinking how to implement ordering/targeting system for effective cooperation between Commanders and Avatars..

V 1.37 Newest update.
- Strafe animation for ‘Corsair’.
- Selection of all allied troops on the level via ‘LeftCtrl+A’.
- Fixed bug with aiming in TPS/FPS mode.
- Difficulty presets for enemy AI. Now in 'Easy' mode enemy AI will start making air and artillery squads much later.
- Balance changes.

Dev video diary #1. Patch notes: V 1.35 - V 1.31



http://store.steampowered.com/app/392580

VIDEO DIARY #1

https://youtu.be/Zc3CCtWHqzc

New building: SCANNING PLATFORM



Scanning Platform is an airborne radar picket system designed to detect enemy troops at long ranges.
This structure provides several advantages:
- Unhides all the enemy troops around the map.
- Increases by 30% the distance for Orbital Strikes.
- Increases range of some weapons.
- Perhaps in the future this building will be endowed with additional functions.
Each team can have only one Scanning Platform for use.

New building: WATCHTOWER



(Alien analogue of Scanning Platform)

GAMEPAD CONTROLS (Based on controller Xbox 360 Wired.)

This is really my first experience with gamepad (as developer and even as gamer), so I'll need advices during development :)



Note that controller input is disabled by default, so you have to enable it in the game settings menu ("Use gamepad" checkbox).
Currently only Action mode supports controller. Supports for other modes is still in development.

FULL LIST OF RECENT CHANGES:

V 1.35 (28 Sep 2015)
- New buildings: Scanning platform, Watchtower
- Smooth zoom for strategy camera
- Now difficulty level affect on maximum health and maximum energy level
- Improved gamepad controls. Enable/disable gamepad option.
- Physical colliders removed from all small trees and stones
- Balance changes and bug fixes

V 1.33 (6 Sep 2015)
- Controller support for all Combat Avatars in the Action mode. Now you can check it even without beta access. Note, that other modes not supports controller yet.
- Improved AI for enemy Combat Avatars:
Now enemy Combat Avatars will retreat every time when Then, if hit points still Also, they sometimes retreat for a short time if all they weapons reloading or if energy low.
- Starting states:
No more pre-built buildings in the single player missions ‘Deep diving’ and ‘Fire in jungle’. Instead, you get a small army at the start.
‘Grounded ARK’ is now default starting state for skirmish matches and ‘Quick play’ mode.
(I hope that these changes will stimulate new players to use RTS mode more.)
- Bug fixes and balance changes.

V 1.32 (27 Aug 2015)
-Added repair function for buildings. Instant repair costs money and resources. Note, that it is unavailable if the enemy is near.
-Fixed bug with slow motion of Space Interceptors in RTS mode.
-Added more in-game tips and marks.
-Fixed bug with double playing video briefings in the single player campaign.
-Some other bug fixes and balance changes.

V 1.31 (17 Aug 2015)
- Bug with construction process is fixed now.
- Controls in the action mode. Speed of rotation/aiming is now increased for:
Gladiator: TPS +50%, FPS/Zoom + 50%
Corsair: grounded TPS +100%, grounded FPS/Zoom +200%, Air + 30%
Archangel: grounded TPS +100%, grounded FPS/Zoom +200%
Raider: rotational speed of the turret +100%
Arkar: TPS +50%, FPS/Zoom + 100%
Volcano: TPS +20%, FPS/Zoom + 20%
You can also reduce the speed of rotation using the mouse speed section in the settings menu, if you want.
- Now there is a ‘Respawn’ button, so you do not have to be distracted from the strategic gameplay. You can respawn manually when you will be ready.
- Strategy camera keeps its angle after Action/RTS switching and after focusing on the selected units.
- Added set of screen resolutions with ratio 16*10.
- Space gameplay: Now Dropships gives resources when they break through enemy's orbital defenses.
- Manually changing of destination point for automated factories.
- Balance changes and bug fixes

Thanks for playing and have fun!

More updates you can see at the official development blog:
http://warshift.com/blog