MEOWStudios has been a little under lately, but we decided to jumpstart the thing again by entering Ludum Dare 39 and their 3 days game jam. So for the first time ever, let us present our first actually playable demo!
We bring you S.C.I.A.C.E.

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@meowstudiosofficial-blog
MEOWStudios has been a little under lately, but we decided to jumpstart the thing again by entering Ludum Dare 39 and their 3 days game jam. So for the first time ever, let us present our first actually playable demo!
We bring you S.C.I.A.C.E.
Project Spacefarer is coming along nicely. We’ve optimized the game massively to the point where you can now have battles between hundreds of ships at once with little to no frame loss. Bliss is hard at work and shes loving every second working on Spacefarer. Enjoy some screenshots for the latest dev build of the game adding more weapons to some of the ship classes. - Rubi
Some screenshots of Project Spacefarer, as promised. Battle ships made in an ingame editor straight into the game without any external tools.
And as Rubi and Bliss finish this week’s experiment, we will transition back onto our main project: Border Warfare.
Project Spacefarer
Project Spacefarer is what we’ve been doing the past little while to take a break from the monotony of working on Border Warfare. It helps us deal with time management and planning for the future. We ran into a few problems that luckily didn’t run into the production of Border Warfare and i think its been a good learning experience for both me and Bliss. It will hopefully be available on Itch.io for free.
“Screenshots will come momentarily when things look more presentable” -Bliss
Sprint 2: Smokey
After a week of work Rubi and Bliss spent time working on implementing an AI influence map into the game as to help the AI make better decisions as to where it sends its units. This in combination with some of the other things planned for the AI, including a dedicated AI commander and a tactics system will make the enemy AI feel more realistic and play a little more to the player’s weaknesses.
Reinforcing units no longer appear instantaneously. They now come in via a truck on a regular interval, this now means the player has to strategically think about what units they want to reinforce with making the decision of spending money that one little bit harder. There’s a limit on how many people can fit inside of the vehicle which in the lore is called a “Freemontares”
A Freemontares is a steam powered cart that can hold up to 12 soldiers, used in operation during the Aquitanian rebellion in the game’s lore. The number of soldiers that can be put inside of the Freemontares can be upgraded with some technology later in the game, there’s also the chance to make it arrive faster too.
Rubi has been hard at work producing the first sound design assets including gunshots and musket fire, as well as the first draft of the game’s Original soundtrack. The soundtrack is composed of a waltz like rhythmic structure, and a lot of the same instruments as the genre but with a distinct military feel.
There have been performance updates as well as updates to the visual effects in the game including large smoke clouds forming when lots of soldier fire at the same time.
With the week finished, we met back and discussed plans for the next week of development. Deciding to dedicate the week to the Skirmish mode, making new units and having an official playable demo of the game. Thank you for following the development of Border Warfare.
Bliss: Would you look at that. I have 300 active units on the screen and I’m still running at 60+ fps. Performance boosted! Rubi: Really now.. What did you do then? Bliss: No idea :)
#JustProgrammerThings
Introducing Border Warfare (...and our first sprint)
Border Warfare is a real time, steampunk trench defence game, set in our own extended universe. Playing as an alt history First World War French/English Confederation on the brink of collapse, Defend against German Tribal Cultists Pushing past the Rhine river in search of glory in the name of their demagogue, Wuotan.
Build vast trench complexes and defend the border from large assaults of enemy forces in name of Empress and Empire. An intuitive Technology tree, and progression through the deep extended universe gives an immersive game experience. Manage defences from trenches to bunkers, build emplacements and equip your soldiers with a variety of weaponry from the Ulthari arsenal in your valiant attempt to stop the Wuotanian horde from seizing the Rhine.
This week, Bliss and Rubi worked on the first official sprint of the game development. Working on developing tech tree assets in detail, creating the tools needed to add new content to the game and also allow modders access to the game data files freely post launch. We here at MEOW Studios want to see people able to make the game their own even when we’re working on new titles.
Upgrades for weapons have been implemented. You can now upgrade a basic rifle to an upgraded rifle from the unit details screen. We worked out and added a lot of raw data for new weapons, which we displayed in graphs and, with a dynamic data editing tool for weaponry. We added basic AI functions back into the game from the InDev stage of the game where they had to be removed when we reworked a large quantity of the unit intelligence. We worked in the formulas for weapon damage on top of all of this.
With the week finished, we met back and discussed plans for the next week of development. Deciding to dedicate the week to AI and Campaign functions as well as first draft music, sound design and a short story for post launch release. Thank you for following the development of Border Warfare.