Hello Controllers!
In the last few weeks, an unfortunate development has emerged: Our main investor sadly doesn't have any capacities left to support MaxControl additionally to their own business. Furthermore, our designer and programmer will have to move to save money. For these reasons, we'll have to reorient ourselves and are searching for an investor again. In spite of our moving preparations, we completed the Headquarters for Global Resource. However, further updates in this area won't be possible in the next few weeks. We apologize for the inconvenience, but this is a big setback for us. First and foremost, we're very thankful for our supporters and fans, because they were who motivated us to not give up through the ups and downs of the last years. We made it this far without a publisher, so we're going to get this phase done too. The development of the game is however connected to large investments of time and money that we can't muster alone and privately. Still, we're thankful for every bit of support and every donation to drive MaxControl forward. We want to thank all supporters once again and will be back soon with new information about the continued development of the game.
Thank you for your time and we wish you a great weekend.Hey everbody!
Currently we're still working on the headquarter for Global Resource. Our programmer is now in Bavaria for the next weeks to clarify all further aspects for the new company and expanding our network in different ways.
Next to the work on the headquarter we're also doing a bit sidework on the new defense tower for Global Resource and here is the new concept.
In the future you can build the tower and you will have the possibility to simply change the kind of defense between anti infantry, rocket launcher and the flak. Every change will need a short amount of time.
And here is a small surprise for you.
The tower and anti infantry is already done!
The rocket launcher and flak will come in the near future.
We wish you all a sweet weekend and ''see'' you next time!Hey Folks!
Our first devblog in this year.. heureka!
In the last couple of days we've finished the Global Resource engineer house. This one will give you access to the barracks to produce infantry units and also to the vehicle factory. Its a really important building cause the faster you have it the faster you can start fights.
Our programmer is currently working on the new main menu which really needs time. Last but not least we have a rough concept for you. It's for the most important and complex building, the headquarter. It's just a first impression so don't worry :D
We're also busy founding our new company and bringing all the sheeps to a dry place.
Thank's for reading and have a great weekend.Ho ho ho!
Last week, we had our first meeting with our future investor. It was a short but very productive meeting and we want to express our gratitude for the warm reception again.
Among other things, we talked about our future team configuration. We decided to employ two more people in programming, whom we've already found!
Furthermore, we came up with a plan that outlines which gameplay-related requirements are necessary from our point of view to facilitate a successful launch for Early Access.
Firstly, we'll implement a simple matchmaking system for multiplayer.
Moreover, we want to expand multiplayer to at least 2vs2. To make a faster game flow possible, we'll shrink down the resource system and fuse together build mode and commando mode. "Team Deathmatch" will be our first game mode.
For the Early Access launch, we'll create a new map. Its size will be primarily set up for 2vs2.
This week, we completed the next building for "Team Global Resource". It's the civil building for professors and gives you access to the laboratory.
Of course, there's a new little drawing for the next building. It'll be the future civil building for the engineers of "Team Global Resource".
This is our last Devblog for the year, but fear not, the next one is coming soon.
We whish you all happy holidays and a happy New Year!
This week we've implemented the next building for Stabil & Gut. Its the engineer civil house which you have to build to get access to further buildings.
Our programmer is currently working on the the new main menue.
Furthermore we also have a little new concept art for you. Its the Global Resource professor civil house, the last kind of workers you will need to get access to buldings like the research laboratory.
At the end of the next week we have a meeting with our investor so we'll announce the next devblog at 22 of december.
Stay tuned!Hi Controllers!
First of all the devblog cover voting is over and you have decided! Our devblog will now have an ingame shot every week as a cover picture.
Thanks for your vote!
As you can imagine, the switch into CryEngine V is a hard and time consuming process. Currently our programmer is working on the implementation of character function's and our artists are diligent on creating new buildings.
At this point we want to thank everyone of you who pledged/backed us at our website.
That is so important for the further development and every support and donation means the world to us! BIG THANKS
Have a nice weekend and ''see'' you guys next week!
The Max teamHey everybody,
this week we started with the new CryEngine 5.
Around 40 % of our first map ''Islamudo'' has already switched. Vegetation's, mountain's and texture's are also already in.
We now have the target to implement all assets in our new database and start's with create/ implement all necessary function's into the code.
Furthermore we've implemented all user-interfaces in the new Engine.
For the next week's and month's our goal is to complete ''Islamudo'' and than starting as fast as possible with all function's we looking for.
Here is a ruff overview for the further development:
Short and middle term time management for the switch into Cry V.
- fps/ tps
- asset integration into the new database
- adjust source code with C++ / C# / Schematyc
- integration of the playable character's for Global Resource and Stabil & Gut
- function's / Character's
- fírst person view
- third person view
- function's for using weapon's
- function's for entering vehicle's
- create / implement all necessary scipt's for different entitie's
- vehicle function's for using the base building menu
Integration of the RTS base building mode
- menu after entering building vehicle
- function's / camera in building mode and menu ( W,A,S,D)
- function's / fs command from Flash C++
- function's / Base building C++
- function's / nav mesh calculation's after setting building's
- function's / resource calculation's for base building
by the way, here is a little concept for the next building for Stabil & Gut
Ps. Until tomorrow you can support us and vote for our devblog cover:
Devblog Cover voting
Every vote counts!
Much thank's for your time, we love you!This week we had a big meeting with the whole team and met a few new people. After this brainstorming week we decided to take the time to switch into CRYENGINE V. This means we have to create a plan for time management because it will takes a longer time to implement all core features of MaxControl into CRYENGINE V.
The switch will offer us a lot of new possibilities for example new opportunities in programming, more detailed ways for debugging, a new particle system, new templates/plugins for multiplayer, Steam integration and machtmaking to name a few.
Get MaxControl into CRYENGINE V is a cost intensive plan because we have to expand the team specially in the part of programming. Every coin counts and your support will help us to realize this goal.
You can easily get instant access to the tech alpha or just donate MaxControl via PayPal here:
http://maxcontrolgame.com/en/#
By the way, currently you can help us and vote for our future devblog cover picture here:
http://www.strawpoll.me/14413914
Thanks for reading and until next week!
Your MaxControl teamOur first devblog! To keep you up to date with the development of MaxControl even better,
we've decided to improve the structure of our updates. We'll now continually keep you informed with these devblogs.
This is what we've worked on in the last few days:
New in the game:
- Added procedurally generated units. Infantry untis will now be generated when you buy them, that saves CPU power and improves performance.Fixes:
- Selection of units in commando mode
- Health display on AI units
- Reduced strength of AI units by 40%
- AI assault troopers now have a rocket launcher function
- AI can now build defensive positions. They can be turned with 'Q' and 'E'.
Your Maxcontrol Team, Over and out!