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Foundation NEWS
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Hi folks, heres the latest news about Foundation.
Firstly, if any companies are reading this, we have signed
an exclusive worldwide distributing contract with Weird Science (UK)
and GTI (GERMANY). If you want trade copies of Foundation, please
contact either of these companies.
Check out the following webpage http://www.nutts.demon.co.uk
There is form on here to vote for the most eagerly awaited Amiga
game of 1997. So far, Foundation is winning, even above Myst.
So if you haven't done so yet, make a visit and vote for the game
you're most waiting for (obviously Foundation :)
We also need to get your pre-orders in if you are planning to do
so. This gives us a good idea of how many copies to produce.
Below are a list of new features and changes which have been
made over the past month, I'll say bye now and leave you all
to read through the features.
Bye
Rich
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* Music added to menu, intro and level failed screens.
* Added "distance volume" to all sound effects (150 sound effects
so far)
* Added Medium Res mode for 640x256 style views.
* Created custom map creation using random seed and terrain options.
* Added offensive buildings including Gun Tower and shooting Archers
fort.
* Added the attack command to send soldiers to follow and attack
people.
* Added fire element so buildings can be set on fire for numerous
reasons.
* Created special effects system to allow for floating smoke, fire
and much more!
* Enabled building strength system so buildings can be demolished.
* Added repair system to repair buildings using resources or gold.
* New born people now take the name of the father to allow for
family trees.
* Done lots of work on all the menu screens and added 20 Meg of
bitmaps.
* Reworked the character speech system ready for at least 500 speech
samples.
* Added compression to Samples and graphic data to cut down in game
disk access.
* Created a chunky object system to replace all planar graphics in
rtg mode.
* The game is finally working with AmigaOS functions only for
CyberGFX mode.
* Screen sizes of 800x600 are almost playable on CyberGFX, more
speedups to come!
* The AGA version still uses fast hardware banging system :)
* Almost all the game control now goes through a packet system ready
for the TCP mode.
* Created a custom anim format ready for the intro anim.
* Changed the in-game font ready for localized text with the full
ascii range.
* Started work on variable terrain types: summer, winter, mud level,
lava levels etc.
* There are now over 400 in the game!
* Added all the fancy chopping, picking and fishing animation stuff.
* Added colour fade system to allow for screen flash effects.
* Combat features are currently being added.
* Added building upgrade system to make buildings work faster or
bigger capacity.
* Added online help bubbles for all buttons.
* Started work on variable sized maps from a tiny 64x64 up to a huge
512x512.
* Added quick orders feature: Click on land, click on Knight and a
knight will come to that spot.
* Added Balloon Port ready for air antics like transport and slow
motion air raids!
* Work on game launch/prefs GUI has started.
* Almost completed full character animation sets.
* Almost completed the full range of buildings.
* The landscapes for the 40 missions are almost ready.
* Worked on a system to allow for fully variable size of HD
installation and easy upgrade options.
* Added Stone Masons hut and gave the ability of rock summoning to
the Wizard.
* More work done on Split screen mode and I'll try to add a remote
Camera Window soon!
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