Since the last time you heard from us was last year, we thought we’d reassure you all that we’re still alive and doing well. That is funny because the last update was only a few weeks ago, but in 2012, see?
Since the last time you heard from us was last year, we thought we’d reassure you all that we’re still alive and doing well. That is funny because the last update was only a few weeks ago, but in 2012, see?
It’s easy to forget what the gaming industry is really made of. Wandering around the circus of publishers, intermediaries, marketing firms, press specialists, media managers and project analysts, stores and promotions, bundles and candles, it’s easy to forget that the gaming industry is, first and foremost, made of gamers.
When we started with Nuclear Dawn, we had all these ambitious ideas to make a unique FPS/RTS Hybrid. Especially coming from a mod community you learn to think big, you don’t have budgets to consider, and the time you can spend on a project is almost limitless.
As you might already know, starting tomorrow Nuclear Dawn will be free to play for the weekend, until Monday the 19th, on Steam.
In preparation, we released our most ambitious patch, a monster update that introduces several new and interesting game concepts and features to Nuclear Dawn, bringing it all the closer to the level of polish and refinement that we set ourselves.
When we started to work on Nuclear Dawn back in 2009, one of the first things that I wanted to make sure of was that we would support the community in a way that would help both server administrators and players to work with Nuclear Dawn in every possible way.
When we released Nuclear Dawn in September, we did so uncertain of many things. There were so many facets of gameplay that were just not quite where we wanted them, and so much work left to do from our original designs.
Tonight I’m in a frivolous mood. This is tale that was once told around the campfires of the Valley of the Deer, amongst the misty crags of the Side of Spey. It goes something like:
Once upon a time, in a magical land far, far away, there lived a young girl called Nucleria.
During the early stages of testing Nuclear Dawn, it became clear that we needed a good way of analysing the game that we have implemented, in comparison to the game that we have designed. An example of this is weapon balancing; we need to be sure that the Avenger assault rifle for the Empire team is balanced against the F2100 for the Consortium team.
A little prelude to kick things off – I’m no writer, or even a blogger really (no tumbr, and definitely no Twitter!), but I’ve been meaning to start something of a basic blog to keep a historical record of how things went down in the crazy world of Nuclear Dawn development, even if I am the only person to read this in 5 years.
Press rooms around the world are abuzz with righteous indignation, calls of mature, compassionate moderation, and transcendental wisdom that demands universal respect.
Duke, on the other hand, sits in his marbled mansion, chuckling in his jacuzzi as he sips champagne and plans the next adventurous foursome with those twins in the school uniforms, and the hot mechanic.