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Paper Epee Enters the Fold
Here's a preview shot of the next great model to be featured at Paper Commander. Péricles is now putting the finishing touches on the Confederation Epee. This one is specifically based around the livery featured in Standoff. The Epee and a set of Talons is set to be released for everyone to build soon. Check out Crius.net for more pictures and to provide feedback.
[ChrisReid] [# 9549] [Discuss (10 comments)]
Making the Game: Programming Task Overview
Here's the January through November, 1997 schedule for the Wing Commander Prophecy team. It goes from asommers' first work on the collision detection system to the whole team's final efforts at bug fixes -- and it was all planned in advance. Do you know what specific task you'll be doing at work ten months from now?
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
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Programming Task Overview
Download (23 kb)
Date: May 15, 1997
Project: Wing Commander Prophecy
Donated By: John Guentzel
Pages: 11
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[LOAF] [# 9524] [Discuss]
Help develop the Wing Commander Encyclopedia
WC Invasion Beta Released!
An initial test release is now available for WC Invasion, a mod for Star Wars Empire at War. Both capital ships and fighters are ready to play for both Confed and Kilrathi sides. The game requires an up-to-date copy of the Forces of Corruption expansion. Lots of work is still yet to be done, but this will give eager Wingnuts a taste of what the game is like so far in skirmish modes. Grab the mod here and visit Crius.net for any questions, comments or issues. Here's Major Payne with more information.
Since this project's inception all those months ago, I've spent many hours getting these ships in game and whilst they do lack the certain bleeps and whistles of the stock game, I'm hoping that this will all be worth it.
Firstly, all the planned models are in game and whilst the Kilrathi don't have the same quantity of ships as the Confederation, the side still has a diverse selection. Both sides generally have access to at least 3 classes of fighters and a minimum of 6 capital ship classes. Also each side has access to its own starbase. However, unlike the stock starbases the mods versions do not have the capability to increase in size/mass with each tech level upgrade. They also retain the same weapon count that they do for ALL tech upgrades (this means that the only reason for upgrading your starbase is to construct heavier capital ships and fighter classes). Secondly the following is completed and ready:
- Squadrons have been changed so that while you can purchase and construct each squadron as in the stock game (each squadron has between 2 and 5 fighters depending on fighter class), the squadrons actually act as individual fighters instead of a group or pair. There is of course, good and bad points to this: The good points are that this allows single fighters to be controlled instead of a group (good for scouting missions so you don't end up losing a whole group of fighters). The dogfight effect is better in this fashion as fighters will tend to attack which ever target they decide instead of having whole groups going after a single target. Unfortunately, the down side to this is the increased amount of icons when fighters are constructed or launched.
- Kilrathi Heroes. This seemed more of an afterthought than anything, and it's quite difficult to find portraits of well known Kilrathi royalty and other characters. As it is, I've got just three coloured portraits and as such these are the primary heroes. They are assigned the following: Hobbes, The Emperor and another member of royalty (Kilrathi Prince). Two of the capital ships assigned to these are versions of the buildable capitals. The third hero is a single unique unit which will be revealed when the mod is played.
- Merchant Spacedock. This structure has been changed to a much smaller structure. Its still capturable and gives access (currently) to only a handfull of ships for each side. In a later version of the mod this will be changed for advanced ships for both sides and there will be quite a selection available.
- Planet changes. Currently there is one additional planet. As the WC universe does feature a terran side it's only logical to include Earth. Thanks to Alberto Ghezzi for publically releasing a slightly altered future earth style texture. It shows the effects of several hundred years of global warming and is of high quality. This is seen in the currently build during the cinematic "gameplay" video during the main menu.
[ChrisReid] [# 9411] [Discuss (6 comments)]
Making the Game: Tools used for WC3 PSX
Let's face it, console development seems like magic. We all imagine special Xboxes and Playstations that grow games instead of just playing them. That isn't how it really works, as this long list of PSX development tools reminds us. Check out all the Playstation development software available to the team -- much of it written by notable Wing Commander veterans.
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
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Tools used for WC3 PSX
Download (19 kb)
Date: April 23, 1997
Project: Wing Commander Prophecy
Donated By: John Guentzel
Pages: 4
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[LOAF] [# 9523] [Discuss]
Wing Commander Influencing Starcraft 2 Design
Shacknews has published an interview with Starcraft 2's lead designer, Dustin Browder, on the subject of story integration in the upcoming real-time strategy title. The game will feature AI NPC characters that are leveraged for plot elements while being used as a gameplay component. They'll even be sitting in the bar and hanging around the ship as the main character walks the halls between mission. This style of optional storytelling was heavily influenced by classic Wing Commanders. Check out the full interview here. Thanks to NCC1701.
Dustin Browder: And our theme in this one, it's like, look, everyone has a different tolerance for story. Some people want more, some people want less. We don't want to force it down their throat, but we don't want it not in there. So we create an environment where it's much more of an optional experience. If you're really interested in these characters--and we kind of hope that at some point everyone is interested in at least some of them--then you can sort of customize your story experience and get as much of it as you want.
Shack: It sort of reminds me of flight sim games.
Dustin Browder: It's very Wing Commander.
Shack: Yeah, Wing Commander, any of those games.
Dustin Browder: Tie Fighter, yeah. Wing Commander is one of our obvious favorite games. We all played it back in the day and loved it, and it's something that definitely spoke to us. I know we're going back years now to pull some of these things out, but we kind of feel like hey, what if it works? Other folks sort of feel like there's sort of an evolution, you can't go back. We're like, hey, if it works, we can go anywhere.
[CIC] [# 9548] [Discuss]
Making the Game: Mission System and Command Interpreter
This technical document explains Wing Commander Prophecy's "Mission System", which is apparently used to track all of the games objects and their states. They probably could have come up with a less confusing name...
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
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Mission System and Command Interpreter
Download (14 kb)
Date: April 23, 1997
Project: Wing Commander Prophecy
Donated By: John Guentzel
Pages: 1
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[LOAF] [# 9522] [Discuss]
Electronic Arts Restructures Role Playing Organization
There's been considerable change in Electronic Arts' role-playing arenas over the last week. EA's Mythic Entertainment is being rolled into a new RPG/MMO division that will be directed by EA's BioWare general manager, Ray Muzyka. Mythic general manager Mark Jacobs will be leaving the company. GameSpot has more info on the shake-up.
Mythic is the current location of Origin's archive materials and acts as the custodian of Ultima Online. They launched Warhammer Online last fall, which currently has about 300,000 subscribers. Server capacity in much of the world has been reduced this year, but Warhammer debuted in Taiwan on June 25.
[ChrisReid] [# 9546] [Discuss (4 comments)]
Making the Game: Menu System
Here's a big technical document explaining the team's hopes and plans for Wing Commander Prophecy's menu system. The wishlist is great: "EYE CANDY ! SPECIAL EFFECTS !" Sure, why not?
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
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Menu System
Download (28 kb)
Date: April 23, 1997
Project: Wing Commander Prophecy
Donated By: John Guentzel
Pages: 4
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[LOAF] [# 9521] [Discuss]
Standoff Mission Programming is Done
The guys working on Standoff continue to make progress on the game's fifth and final chapter. Quarto has finished programming all the missions, so testers are now able to play through the entire episode and examine it for bugs. Here's Eder with the details.
Soon, Earth itself shall be in our grasp!
"So, are you done yet?" - I asked Quarto about two hours ago.
"Not yet, I'm still launching missiles at Earth" - was the reply. Uh... did we just give away too much information? ;-)
Seriously - we're done. As I write this, Quarto's still running the mission time and again, checking if all the events fire off and such, but the mission is finished. Standoff's final mission has been completed. Now, at last, our testers will be able to go through the entire episode on both paths. And they'll undoubtedly report dozens more bugs all over the place - I'm sure Quarto can't wait.
I'm sorry, I just have to say that again. This bears repetition :-). Standoff's very final, absolutely final mission has been completed. Just check out our progress page :-).
Meanwhile, yes, I am still working away on the graphics improvements. Honestly, I'll probably still be finishing them up a week before release, there's quite a lot still to be done. Sorry about the lack of screenshots, but right now, every screen would contain a mix of improved and unimproved stuff, and that would spoil the effect. We won't keep you waiting until everything is 100% done, though - I'm going over the ships one by one, so when we get to the point where we can put together a few combat screens with no unimproved stuff on screen, you'll get to see it too.
So how about the rest of the team? Well, having finished another year at university, Michael is working hard on getting the last music pieces done. And finally, the cutscene voiceovers continue flowing in. Only two characters still need to deliver anything for the cutscenes - you know who you are, so hurry up :-P.
If you haven't played through the first four episodes yet, now would be a good time to get started. You need the 112 meg Secret Ops starter pack and the 270 meg Standoff Episodes 1-4 bundle to play. Once you reach Episode 2, your training simulator scores can be tracked by our online scoreboard. Detailed instructions are available here. The installation of Standoff does not interfere with Secret Ops.
[KrisV] [# 9547] [Discuss (12 comments)]
Making the Game: Hugh's Tasks for March 1997
We've already seen Hugh David's task list for June, 1997 -- now here's March.
These updates are thanks to John "Captain Johnny" Guentzel, who provided several CD image archives of material used by the Wing Commander Prophecy development team!
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Hugh's Tasks for March 1997
Download (25 kb)
Date: April 23, 1997
Project: Wing Commander Prophecy
Donated By: John Guentzel
Pages: 2
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[LOAF] [# 9520] [Discuss]
All news for June 2009 can be found here. Older news can be found in the archive.
Wallpapers
Files
SETI@home
Music
Cheats
Links
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Added nineteen wallpapers.
Recent files added.
CIC group stats updated.
Dozens of tracks added.
Prophecy Advance and WC IV Playstation cheats added.
Fifteen links removed, ten updated, fifteen added.
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