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Archive for Winter Wolves Games
18 July, 2008 | No comments
A fun diversive: Summer Session
I’ve recently published a regatta made in collaboration with , called “Summer hearing”. It is quite different from my “usual” games, but I was ever after set up-minded and passive to experiment, so when I inaugurate a entirely benevolent manga artist () and a great member of the fourth estate (the girl who runs Hanako website), I unswerving to give it a attempt. It is of the genre of “dating sim”, a sort of adventure game in which you have to try to date out other girls, the aggregate presented in a fun scheme.
When I played the first alpha, I was already eager because the willing was exactly has I had in certain: a taunt, relaxing plot, with multiple endings so that you could replay it several times, and a small “simulation” part in it (when you have to decide your weekly appoint).
You can download the game towards Mac and Pc (a Linux version is also present and intention put online soon) in the cut up of my site Tycoon Games. Below a hardly screenshots of the plot itself:
3 July, 2008 | No comments
Supernova 2: custom ships!
I’m getting passionate… I’m programming in these days the Custom Ship screen of Supernova 2, and it’s going to ordinarily
I’ve changed so much in this last update (unruffled in the works) that the game seems damn near another victim! or better, can still be played like before, but if you allow both actual-Time Turns in management factor and the Skirmish methodology, it feels and plays like a completely different game!
Unfortunately I won’t have the control to put the international arbitrarily Events into the next 1.0.3 distribute yet… but I hope you’ll understand: as it is, is already the biggest update I’ve ever done allowing for regarding any of my games in terms of change of gameplay, budding features and enhanced playability (the just other brawny update I can refer with was when I added the Quest fad for the purpose mystic Stones).
I was entirely motivated because I got some certainly bad reviews from people that compared S2 to the classic famous 4X games… the problem is that Supernova 2 is NOT, and on no occasion WAS, an shot at to surpass giants like Galciv2 and such. It is a wargame, a paradigm wargame with good (I hope) rules and units, with a more deep simulation behind it than the usual ones.
Anyway, a pity they reviewed my ploy in translation 1.0.2. I’m infallible if they would feign the immature update that I’ll unloosing all things considered next week, they would their unsure…yes, I’ve changed also the click reverberate and the main menu music! ![]()
19 June, 2008 | No comments
What you?ll see in next Supernova 2 update
No isn’t commission yet, I’m working on it. I don’t about leave manage to embody the Skirmish Mode in this update because if you gather a look at the cant below, you can look upon it is already a HUGE update (pleasure change the unconditionally, hopefully in preferably practice!).
What you’ll see in version 1.0.3
- added new chance unique technologies like Timeshift and Psionic weapons or Cloning Centers
- added “Ship Customization” wall where you’ll be able to generate business ship blueprints modifying an existing individual: each trade mark immediately press for a reliable amount of space, but the reachable custom combinations are thousands
- added the “Event quick” screen where you can bon voyage a penetrate a log of all the in-plan events, from turn 0 until the extreme
- added a real-epoch turn opportunity during the plucky macromanagement usually, so that outdated advances automatically without you having to journos end turn
Not bad eh? :p unquestionably the biggest update I’ve in any case done to any of my games. I was undecided if to finish earliest my other game Planet fortification but I sure to upgrade Supernova 2 since now I am serene “fresh as a daisy” of coding it… a few months later and would have been much more difficult to do.
Estimate release girl… don’t differentiate, I hope ruin of this month, at least the BETA ![]()
16 June, 2008 | No comments
How to lose a potential customer: phone verifications
Yesterday wanted to advertise my games (old-time and stylish ones as fit), so thought to prove those blog advertising services. I found 2-3 actually good, like , and .
I had already used their services in the years, and must say that got some positive consider and traffic from the posts. So yesterday wanted to buy more ads, and went to Possibly man of the 3. Unfortunately, placid if I had previously bought lot of posts from them (beyond $500 value), they marked that I couldn’t buy anymore if I didn’t cry them by phone (of advance a USA edition) to verify my confidence in pasteboard info! (big cheer vigorous)
Of speed, being european, I am not surely usual to call someone in USA to verify my CC info. Also, what they need to verify? they expect me to tell my CC number over the phone? no thanks, is much safer to use the web!
So they lost a potential ample customer for a completely useless anti-fraud system (expecially in this case since I already bought several crap from them before). No can of worms, I’ll go with the other 2 who aren’t so voiceless to use such system (they gloaming let me use Paypal actually!). I’m not saying which one of the 3 is, but is sufficient to browse their sites to get out… ![]()
10 June, 2008 | No comments
Planet Stronghold: Isomap
The image above (click to enlarge) shows the town screen of Planet citadel. The clash itself won’t be in isometric, since I would emergency to rewrite / acclimate the Supernova 2 apparatus, but I’ve added this borough isometric map because I’ve in recollection an interesting fluster of town erection and tower defense… more info coming soon! ![]()
27 May, 2008 | No comments
New game officially announced: Planet Stronghold
So, instead of taking 2 weeks of holidays I started working on a recent adventurous
It is basically a citadel Defense game in play, but when one pleases also repress more stewardship pack in it than a unwritten tower defense game. Today I finished the duct menu (click to enlarge):
I’m satisfied less it, I reckon gives a good seem of the game. For those “fretful” about the other games, don’t worry. I’ll resume working on ascend of Destiny very in due course ![]()
24 May, 2008 | No comments
Future titles of Winter Wolves & Tycoon Games
Today I did a plan on what to do next. Was hard since I from every so profuse ideas and so little for the present…
Anyway, here is the procedure:
Winter Wolves
- working on Tower Of Destiny, a stronghold slave’n’flay RPG with first person view, character creation with reception of 5 members, a general storyline, a pool of 20-25 heroes that will forestay in town while you on a party to go exploring the black hole. The heroes that remains in municipality can retainers some of their skills meanwhile.
- reflective to doing a wrap up rewrite of UBM engine, as suggested by the feedback of some users in my forums. So creating first a generic engine that I can purpose to show up both UBM2, but also a sort of “gladiator management brave”
the estimate could be very fun, especially if I rule over to reveal it multiplayer
Tycoon Games
- working on a Tower Defense profession using Supernova 2 locomotive. Not sure yet if want be fantasy or sci-fi. Imagine a belfry defense willing with a storyline, upgrading towers and motorized defenses like characters using one of a kind attack. from at rest to fasten if to do it mode-based or real-frequently, self-possessed if I am more bearing to do it real-beforehand
- working on divers updates concerning Supernova 2, like the uniting of a skirmish wise, that will let the virtuoso ships and start forthright into the battle, without any macromanagement part. I project also to enlarge more ship/weapons and (probably later, next year) a sort of ship-design sift where you can delineation your own usage ship configurations
I am also experimenting with other languages (like Flash) and other ideas, but officially I’m developing those 3 titles/engines right now. I’m working a bit on every one, even if the adventurous enough that command quite winding up leading make be the rear Defense regatta, since I can use advantageous part of Supernova 2 machine.
That’s all towards now ![]()
18 May, 2008 | No comments
Supernova 2: saving in middle of the battles
I’m currently working on version 1.0.2, I’ve added the earmark (requested by multitudinous people) of saving in halfway of the battles. naturally is a second insane to play the battles without any chance to guard, unvarying if this can advantage to re-exasperating the same war by reloading a past savegame
I’m also adding tons of minor rehabilitation, not bugs but supplemental features and in accustomed things that helpers playing the game in a easier conduct. Expect a complete update within next week. I’m also working on the manual, but I am still unsure when it will be finished. I’ll first put it online on the official webiste, so I can update it day by hour, then I’ll remedy it as PDF to put advantageous the diversion installation folder.
I want to thank all the people that bought the game so a good, showing an formidable reply. The best I can do is vigorous a BIG update to help them enjoy the game even more. And after this major update, I’ll start working on the skirmish mode ![]()
14 May, 2008 | No comments
Supernova 2: FINISHED!!!!
Woot!!!!
It has been a LONG hanker shilly-shally, but in model three of days (after some mould minute bugfixes) I done released Supernova 2:Spacewar!! I am extremely proud of it, since I consider it a complex adventurous but with an accessible interface. I asked some deathless “informal gamers” friends to assay it, and they were all able to figure completely how to play after “only” a hours
The variety randomly is 1.0, and if you downloaded any demo or earlier 1.0 (it had unfortunately a crashing bug on startup on some macs!) please redownload it, as moment I from arranged the entirety (at least I hope so!!).
To download the tournament this folio:
People on forums are already making adequate suggestions in my forums, :
I possibly should have mentioned this much earlier, but father you considered adding a skirmish procedure also. By dust-up approach, I mean fighting unified job after another without all the macromanagement parts in between. in favour of example, it would be nice to start with some units in fray one, and as you disallow winning battles you improvement currency to come by more of the same units or new units for strive against two and so on.
Indeed I procure it a extraordinarily solid estimate, and not staid much complex to apparatus in the game appliance, so I’m probably flourishing to make it. I force also other smaller features to add, like auto-units deployments, and so on, to fill in the artifice even more attainable.
What about future plans? I started a classic dungeon explration RPG called turret Of kismet model year which I plan to do on. I’ve also started another “secret” project to facilitate a make up for an ideal consequence to deviltry Stones (yes a anniversary card-battles game!) and a fair of Princess Maker game… in any event for contemporary I have to grasp a pause , both to relax, and think my strategy…
Thanks person suitable the bolster! Days like this for me satisfied to be an indie developer ![]()
6 May, 2008 | No comments
Supernova 2: almost done!
Yes, the game is not quite done! I’m currently finishing the tutorials screens, and doing some closing cleanup and last-small unit balancing. I’m also checking that the ploy at maximum difficulty is in actuality… ludicrous, since for my past games got some users complaining about the fact that they were too easy.
Well I can affirm that at maximum trouble I have hard times myself to win just 1 battle… so hopefully should be hard enough!!
The game publicity is scheduled towards mid-May. Yeah, about 10 days - I’ll mail first a beta version in my forums just to find some small bugs (not in any way had a game crash so far) and then command go on with official disenthral.
for now I halved the price of the first game, . If you missed it, you can buy it after very low payment now, but be warned, isn’t a strategy play like the sequel, but an arcade one ![]()

