USA Games News

April 24, 2006


Introduction

Hello gamers,
As we near the month of May I felt it was time to give you all a sneak 
preview in to what is happening with the various USA Games titles. Final 
Conflict and  Montezuma's Revenge have some important changes and 
updates in the works.

Final Conflict

As many of you are aware the current Final Conflict beta has several 
small bugs. The most important of these is the autopilot system. 
Sometime early in May we will be releasing an update for the beta that 
will patch a variety of these bugs as well as some miner updates. Let's 
take a look at the update.
First, in the current beta when menus are used to set the autopilot 
system the menus are actually pointing to the wrong ship. However, the 
hot keys for the ships and bases don't have this issue. This patch 
corrects the issue with the autopilot menus.
Second, there is a bug when the Defiant's cloaking device is damaged the 
cloak is never repaired. In this patch the cloak is now repaired after a 
given amount of time assuming of course Defiant is not destroyed first.
Third, many of you have requested that a better system be used for short 
range sensors in measuring distances. Staying true to Star Trek Next 
Generation and Deep Space 9 the distance on short range sensors is now 
measured in kilometers. For easy measurements short range sensors scan 
from 0 to 100000 kilometers. So if an enemy is say 15000 km it is 
obviously very close where as an enemy at 85000 km is still pretty 
distant, but is in weapons range.
Forth, we have updated the new STFC engine to restore the ability of 
Alpha 4.5 which gives each enemy ship on long range sensors a number 
designation from 1 to 5 so you can tell the difference between them.Now, 
if you run a scan you might see Cardassian Cruiser 2, Cardassian Cruiser 
3, Romulan Warbird 5, etc.
Fifth, we have also updated the autopilot system for following enemy 
ships. In the present release you can only follow and track ships in 
short range. Many of you suggested doing it for long range. So we have 
upgraded it to track any ship in long range, and will help vector your 
ships in to enemy positions.
Finally, the biggest change is that we are revamping the STFC game 
engine. Upon designing Monty we discovered ways of doing things better 
than the STFC engine. As a result I am now incorporating parts of the 
Monty engine in to the STFC engine to update it to be compatible with 
the new API standards I have set for USA Games projects.
For the end user you may or may not see a major change. For the 
developers though things can be updated easier, better handling of input 
devices and audio, and things like number processing, speaking 
directions, and many other self-voicing functions is actually provided 
by the engine independently of the game.
Obviously, I don't have an exact date and time for the release of the 
patch, because I am jumping between two games daily. I work on one for a 
while, and then switch to the other for a while. However, the work on 
the patch is almost complete, and I don't see more than a week or so to 
finish it, and sooner if I just work on it by itself.

Montezuma's Revenge


We are glad to say that work on Montezuma's Revenge, Monty, is going 
really well. As many of you may or may not know we are totally rewriting 
the Monty game engine from scratch. We are converting the old engine 
from Visual Basic 6 to C# .NET, and adding allot of nice changes, bug 
fixes, and updates along the way. Let's look at this new Montezuma's 
Revenge some.
To date we have managed to completely create the first level, the first 
temple maze,  which we have been using to test, add, and work on the 
major parts of the game engine such as enemy AI, collecting items, 
falling in to traps, etc.  Unlike the old game which was a 50 by 50 maze 
this new first level is now a 100 by 100 maze. All of the rooms are in 
the same place, but are much larger to explore.
Another small but nice little addition is there is now more treasure to 
be found in the level. However, with treasure there are also more 
monsters and dangers to over come. Although, I have tried not to change 
the first temple to much. After all, in arcade games the first couple of 
levels are expected to be easy.
None of you have seen my designs for temples 3 through 10 as well as the 
other 3 bonus levels, and those right now are going to get harder and 
harder as you go along. Which is how the original arcade game was.
The challenge of Montezuma's Revenge is the temples get harder and 
harder while you are probably running lower on lives and health. In 
level 1 you may only see one monster per room, and may be two. In higher 
levels you have to dodge two or three per room which makes those areas 
really tough. Of course, as you go you collect swords, whips, and other 
weapons which helps you even the odds some.
Another nice addition to the engine is joystick and game pad support.  
Now, like the classic Atari game you can almost mostly play the game by 
joystick provided you have enough buttons on the device. You can walk, 
run, jump, climb, and check various status all from the game pad.We have 
a couple of miner bugs with joystick support, and once fixed it will 
probably be the main style of play although there is good keyboard support.
Unlike the original demo from Alchemy our keyboard support supports 
navigation both from the number pad as well as the standard arrows. In a 
way the number pad in of itself is like a game pad with everything laid 
out for easy navigation and status.
Another major change to the engine is there are two navigation modes. 
Standard navigation mode actually moves Angela Smith around in the game. 
The review navigation allows the review navigator to move around the 
maze and let you know where walls, ropes, vines, ladders, treasure, etc 
is. Jaws users will be vary familiar with this as this works much like a 
Jaws and PC cursor mode.
It's still to early to even speculate at a release date, but i am hoping 
to start testing the first couple of levels by summer. Work is going 
very very well, and the game is much easier in it's own way than STFC or 
Raceway, and that is an advantage.


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