Tag Archives: Interactive Fiction

Incoming: Mecha Ace: Heroes of the Vedrian War

Mecha_Ace_Announcement

It is the dawn of the fifth century of the Interstellar Era. Humanity, having long since escaped its home system, has spread throughout the galaxy. 

Driven by the increasing tyranny of Old Earth, the outer colonies have launched a war of independence against the core worlds. It is a war to the knife; a desperate campaign of deep space battles, long sieges and planetary bombardments, a war fought with ‘combat armatures’; giant piloted humanoid machines, which clash in the battlefields and skies of the outer worlds.

It has been five years since the war started. The conflict between Earth and her rebellious colonies have consumed billions of lives. 

There is no end in sight.

This is what I’ve been working on over the winter: Mecha Ace: Heroes of the Vedrian War, a new interactive fiction taking inspiration from both western science fiction and “real robot” mecha anime. In Mecha Ace, you will take the role of an ace combat armature pilot, fighting for the independence of the outer colonies from an increasingly tyrannical Earth government.

Launching from the CWS Caliburn, a top-of-the-line carrier, you will lead your unit of six mecha into a brutal campaign over the strategically vital star system of Vedria. Over the course of the story, you will be able to choose the machine you pilot and the weapons it carries. You will be able to find friends, enemies and even lovers among the Caliburn‘s crew and your fellow pilots. Ultimately, you will be able to decide the course of the war as the Vedrian campaign comes to a cataclysmic conclusion.

Mecha Ace will come out sometime in the next two months. I’ve put up a new page for it here.

 


A Quick Update

It’s been a while, I know. I am still here, though I’m currently being pulled in a few directions by work and school. Here’s a quick update on what’s going on:

-I am currently putting the finishing touches to my new Interactive Fiction for ChoiceofGames, expect a proper announcement about that soon.

-Guns of Infinity is at the tail end of its planning phase. With luck, I’ll be able to start writing sometime in May.

-I’m also wrapping up my (hopefully) last semester at University. After I get my degree, I will (obviously) be able to devote a lot more time to work.

-I am still working on MoF2, but progress is understandably slow. However, I am hoping to finish it before I start actually writing Guns of Infinity.

Expect more detailed and specific announcements regarding each of these things to come soon. As for now, I still have one more term paper to finish, and one more exam to study for.


The Outline of Something New

So, it looks like I’ve gotten a bit sidetracked.

About three weeks ago, I’ve managed to get a contract with ChoiceofGames to get one of my works published by them directly. While I’m still trying to make headway on Master of Fortresses 2, this new project is paying a substantial amount of money, so I have been balancing both projects over the past few weeks. Of course, I’m pretty sure my contract means that I should be careful about disclosing any details, so I’m going to avoid letting anything slip now

That being said, MoF2 is still progressing along. I’ve almost got a full level working properly, barring a few pathfinding and wave bugs. Hopefully when I finally get some video footage up, I can show it in action!


Sabres of Infinity Version 1.1.2

I had rather hoped that my first real update would be something a bit more groundbreaking than this.

Some context: the 1.1.1 update for Sabres of Infinity (released on Chrome Web Store and Google Play, still being processed on AppStore) released five days ago with a checkpoint system. However, because I mis-labelled some of the variables in the saving system, the checkpoint wouldn’t revert your game to the beginning of the last checkpoint. Instead, it would send you to the beginning of the game, but revert your stats to the last time you saved (read: properly).

I sent in a hotfix for the issue on Monday night, and it seems to be uploaded and working on Android/Chrome versions now.

I’ll be going over the details of the 1.1.1 update when it comes out on iOS AppStore later this week.

-Paul