Author Topic: Aftermath: Battalia Requiem (tjoz return to modding)  (Read 4797 times)

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #60 on: March 12, 2011, 07:15:40 PM »
There has not been many updates on progress as lately I have been flat out with other things and had no time to work on Battalia Requiem. I was suppose to have released Aftermath 2.5 last month but had no time to put it together so hopefully over the next couple weeks I can put it together to release it.

As for Battalia Requiem, I will be pulling the engine back in for work. It was finalized in early February but since then have had other ideas I want to try out (graphics and gameplay wise) so will be bringing that back in for more work. I pretty much pulling Legacy apart and rebuilding it. Its the only way how I am going to get what I want. Scale is another area that will be tested. With one structure being around 20km long I do need to work on some sort of scaling. The biggest structure in Battalia Requiem is the Skybridge. Its a Citadel like structure that was used for transporting a race but has since been turned into a permanent starbase.

Races still not finalized as to who are going to be playable and who arent. So far the Arbitor and Hyrogan races are set as playable races. The Mynnon race I am undecided on if they should be playable or be a NPC race or merge them in with the Arbitor race. There are only going to be 3 playable races.


Offline FarShot

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #61 on: March 12, 2011, 07:22:35 PM »
Just don't quit.  I've gotten back into playing Legacy and I don't want to miss such an awesome work in progress. ;)

Offline Killallewoks

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #62 on: March 12, 2011, 07:26:30 PM »
TJoz you can do it, take your time you'll get it done.

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #63 on: March 26, 2011, 09:27:40 PM »
Been a while but I am putting Battalia Requiem on hold for the moment. It will still be going ahead but at the moment I have no time to work on it at all. With the races, I am still at 2 confirmed playable races (the Arbitor and Hyrogan races); a third race is still unkown. The Mynnon race is now an NPC race. One race fleet has been designed but no idea who it will be for. At this stage, each playable race will have around 8-10 ships and not all races will have the same ship class designations. For dev purposes; ships will be grouped into Tier groups 1-5.

Maybe in a couple of months things have died down enough for me to get back to working on Battalia Requiem. At the moment I do not have the time to work on it. I havent even had enough time to package up Aftermath 2.5 or work on stuff for BC with Starforce. So late April/early May things should start back up again.

Offline tjoz

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #64 on: April 26, 2011, 09:11:27 PM »
Development is slowly starting back up for Battalia Requiem after the break taken. The 3 playable races have been decided and will bring them out in next major news for the release. The entire Berratta Verge has been finalized with the remaining 6 systems just needing to be built. There are a total of 16 systems but one is not a conventional system.

Here is your first look at one of the final systems to make up the Berratta Verge; Darrakor. This system is still in proto stages but is one of only 3 systems that will have one of the remaining Skybridge's. Darrakor is also the catalyst for the story arch; the whole storyline kicks off from something that happens in this system.



The Skybridges more on them will be explained later on but they are massive structures. You find out why they were built and why some are still in the Berratta Verge.

Offline 086gf

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Re: Aftermath: Battalia Requiem (tjoz return to modding)
« Reply #65 on: April 27, 2011, 02:11:25 PM »
Very nice! The Skybridges do sound interesting.
All hail the messiah!