Thursday, February 9th, 2012
- *EDIT*: Extermination “opposite sides” maps occur less frequently, also have a zone you have to defend
- AI Level 4 Added
- New open challenge system
- Much easier to update the game now
- Pressing the I key now allows you to selectively ignore a unit by its number
- Mid-turn/post-turn outcome change bug was fixed
- Added a desynch warning to help prevent anything similar happening in future
- Some changes made to the level generator
- AI Level 3 crash fixed
- Fixed an issue with the sniper
- Fullscreen mode works again
Tuesday, December 13th, 2011
Hi all! My name is James and I’m the new Mode 7 employee. One of my first jobs has been the creation of a system that automatically generates a list of all complete matches played on the server and then publishes that list to the web. I believe that system is now ready for a public test. Currently it’s limited to matches on UK1 and UK2. We’ll see how that goes before rolling it out to all servers.
It’s usually regenerated at about 9am GMT (today was an exception) but please wait until at least 9:30 to allow it time to upload to our web server. Also try and imagine that if you all download it at the same time that could end up making it pretty slow for everyone.
The files are available at http://mode7games.com/fsmatchlist/uk1/fsMatchList.csv.gz (~8MB) and http://mode7games.com/fsmatchlist/uk2/fsMatchList.csv.gz (~2MB).
You can email me any questions or suggestions you might have using jimmeh@<this domain> or I’ll answer them directly in the comments below.
We’re excited to see what you guys come up with!
Wednesday, May 27th, 2009
Episode 12 doesn’t like you or your family. This week, Ian and I talk about hot dogs, Demigods and other odds and sods.
Check out links from the show on our official Google Reader page.
Saturday, March 24th, 2007
Hello and welcome back to Mode 7 Games.
Ian is away in Germany at the moment, and I’m working really hard on what I like to call “money work” – things that I do with my time which keeps me alive and makes the tax man get excited.
Sorry if we haven’t been as in touch with you lot as we’d have wanted recently.
Here are some things:
1.) We’re about to make a major announcement about Determinance’s future, possibly as early as next week.
2.) I might be about to go and do a talk about music in games in Cambridge, alongside someone extremely cool. Maybe.
3.) When Ian comes back, he’s going to be working flat out on the first Determinance update.
4.) I’m about to start another round of PR, and you should be seeing Determinance reviews appearing in some major UK magazines very soon.
5.) We’re about to get Plimus set up so you can buy Determinance directly from us and also from Dan Gibbage.
This is ALL! I’m still here if you want to get in touch with me – “hit up” the Contact page.
Tuesday, June 13th, 2006
Ian’s prototyping a feature involving having someone who is blocking getting their sword-arm pushed back by a particularly good strike; I am moonlighting by writing for Computer Music. It’s all very exciting. Ian says, “Oh dear.”
Monday, June 5th, 2006
What we’ve just done is finish Determinance in this incredibly obscure way which means it’s still unfinished, but bascially finished – that’s a bizarre sensation.
Also, Reading is shaping up really well for tomorrow- keep your confirmations coming in, please, Reading people!
Thursday, May 11th, 2006
Getting a lot of small tasks done is a pretty exciting phase of development, as it feels like you’re moving forwards as opposed to trying to fill a bottomless well with your own spit; a sensation which anyone stuck in the middle of this invigorating process could describe to you at length.
Small touches really make things work, but it’s so amazingly tempting to leave them out when you get within smelling distance of the finish.
But, stuff like the Boss in Land Dispute waving his arms around will really make it: it’s great to see unneccesary things in someone’s design and we hope people will appreciate some of these little additions.
I’m excited about what’s going to happen next, I think we’re starting the process of closing the deal on lots of areas of the game – getting ready to do proper previews would have seemed like a kind of ludicrous fantasy-state this time last year, but it’s now a reality.
Tuesday, April 25th, 2006
If Determinance were a weather-system, it would be an anticyclone approaching fast from the west.
Whilst this obviously doesn’t make any sense, we would like you to take this as meaning that we have a pretty major announcement about our game to come shortly.
In the meantime, here’s a fantastic behind-the-scenes look at the fervent activity which characterises the world’s hottest independent games company:
Here’s Ian, our lead designer, doing hard coding graft…actually testing something…
Ok look, here’s the problem we’re going to have – I’m just going to outline it right away: games development doesn’t really look particularly exciting. But don’t worry, there’s an obvious solution…
Oh yes, that’s right, images of a porcelain chicken. You cannot cope with this…
There is nothing you can do about the chicken now: it has reached a point of proximity.
The hellchicken is distractable only with a copy of PC Gamer, much like that dog thing in the first Harry Potter or something. Shut up.
This week, we discovered that through some subtle lighting tweaks, we were able to make our levels look significantly more dramatic. It’s nice to be able to add some things which can genuinely be considered “finishing touches” and plough merrily onwards towards.
We have continually promised new screenshots in our forums, only to wantonly disregard our assertions in favour of actual development. You will certainly be able to take a look at everything, new lighting and all, in due course, but we ask for your patience while we continue to actually make our game.