FleetCOMM will be focusing on Steam, with a debut release of the full game, Operation Vigrior. "Arcade Edition" will no longer be released.
Just a short update, regarding the state of the release.
During the development of this project, I've been experimenting with numerous distribution platforms, specifically Desura, Itch.IO, IndieGameStand.
I'm also announcing... Read more
A clarification regarding FleetCOMM development, source code, and future games based on our engine.
FleetCOMM backers Dan Price notes something important, and I should clarify regarding that matter.
- There was poor wording on my part on the last update. I'd like to clarify that ... Read more
The State of FleetCOMM, Ethics in Crowdfunding.
The State of FleetCOMM
As a pre-amble to this update, I'd like to announce the following.
- This project has not been abandoned, and is currently preparing to ship out on... Read more
A note about the soundtrack and FleetCOMMs DRM-free status
So some of you might notice this from the latest build.
I've basically compressed all the games assets into 1 package (a zip file). This is both as a precaution... Read more
Minor fixes made to Linux/Windows/Mac, and chasing the "minimum system requirements".
For all backers; FleetCOMM downloads will be pinned to steam.fleetcomm.net from here on out.
- MacOSX build now operates in a .dmg package, you should be able to just run by mounting it... Read more
Demo now in Linux, Mac and Windows. Next steps in development.
FleetCOMM demos are now live on all PC platforms.
- IndieDB (Windows,Linux,Mac)
- ItchIO (Windows,Linux,Mac)
- Desura (Windows,Linux)
- Download instructions should be available on each build.
Please note, for the MacOSX build,... Read more
Linux64bit build, live for testing!
FleetCOMM now has a Linux64bit build ready for testing.
You can download it here via itch.io.
Desura will also have the build ready, once it gets approved.
I'm gonna start... Read more
FLASH UPDATE : Linux + Ubuntu, plus isolated a new fix.
First off, I'd like to apologize to the Linux backers, the last update was poorly communicated on my part, and everyone got the impression that I was somehow abandoning Ubuntu.... Read more
(mis)Adventures in Ubuntu
Sort of a quick update for the project, regarding the Linux port.
- This past weekend, I got a bit interested in seeing where the base engine would go on... Read more
FLEETCOMM IS GREENLIT ON STEAM!
I'm proud to announce; FleetCOMM is invading the Steam Network.
Expect us :)
Awesome results from first 3 days on relaunched Steam Greenlight, please follow these steps to get us on Steam faster!
Current results are in for steam.fleetcomm.net
So far I'm pleased to say we have some good traffic. FleetCOMM is also trending above average on the votes, from the graph.... Read more
FleetCOMM Reborn : Final Stretch
I've re-established the Steam Greenlight page. Please follow it and place your vote. Optimally, I'd like to get ALL the backers copies of this game on Steam... Read more
FleetCOMM Reborn : Public Beta, PartA
(the video above is available in 720p @60frames per second)
To download the public beta build, for Windows7 test.fleetcomm.net
You should receive a confirmation to be approved on BitTorrent Sync.... Read more
FleetCOMM Reborn, Part 2b; engine battle effects.
The video above can be seen in 60fps, please toggle that on your player.
I've been testing more post processing effects for the screen, one particular interest was battle... Read more
FleetCOMM Reborn, Part 2a; engine overhaul complete and ready for testing.
To access the latest build : test.fleetcomm.net.
If that fails to download for you, please install BitTorrent Sync, and use this key : B5UPH36R3PT3F5KROWOO72R3OBSEMO5HL
You can also chat with me... Read more
Fixes to AI & system in single threaded environment underway.
I managed to get the physics system timings + Box2D working correctly again, for a single threaded version of the engine.
This does, however, mess up the timings with AI... Read more
Found some new solutions to problems with i5, i3 and AMD processors.
Part of this testing phase was seriously considering how the current build would handle itself "in the wild".
Originally, FleetCOMMs engine had multithreading implementations; this worked well in my i7... Read more
FleetCOMM Reborn, Part1d. CPU arch investigations + potential fixes
Some more testing into the latest build, and I've found some peculiar problems.
Mainly; processors that are not similar to Intel CoreI7's.
Testers of the new build, coming from AMD... Read more
FleetCOMM Reborn, Part1c. Incoming Hotfix, now in OpenGL 3.3 Core
> demo.fleetcomm.net <
Today I received numerous reports of fairly new graphics cards (GTX 660, 760, 960) all having weird issues with OpenGL, particularly the "old version" which relies on OpenGL 3.2... Read more
Emergency Fixes and some revelations about new video cards + OpenGL musings.
It seems some new video cards, particularly GTX 660,760, even 960 have been reporting massive issues on rendering side with the current demo.
This is due to OpenGL "compatibility mode"... Read more
FleetCOMM Reborn, Part 1a. Technical breakdown and the next steps.
So what exactly happened to FleetCOMM's engine between AUG 2014 & DEC 2014?
- Particle Effects Overhaul.I was dependent on a system called "Pyro", which was lively enough for development,... Read more
FleetCOMM Reborn, Part 0.
BETA-DEMO DOWNLOAD LINK HERE.
Yes, I'm still alive.
In fact, FleetCOMM is reborn.
At the moment I'm extremely exhausted, gunning out what I now declare as the beta-playable-testable version... Read more
New Enemy Scanning Ability, and a special thanks to Michael C.
First off, I would like to thank one of our backers, Michael C, for generously contributing an AMD card to the project!
With access to AMD on my own... Read more
IMPORTANT NOTES : All videos in this post, recommended at 720p. Download instructions for the current state of the game engine posted at the bottom of this update.
This will... Read more
WASD/ESDF movement vs Point & Click controls, yet another conundrum
Another cerebral update, more towards the games fleet movement system.
The past 2 weeks I have been testing out "cardinal" direction controls, and I'm really not feeling it at all.... Read more
About the Fleet Codex; a problem about "learnability"
This update is more about the conceptual domain of this game; I'll have another engine upload + demo + playable stuff coming this week.
We're mid MAR, and I expect... Read more
Heimdall Squad VS Viral Carapace
So I managed to optimize the rest of the Heimdall ships core functions, including the ammo and shielding mechanics. This video also shows the current version of the Viral Carapace,... Read more
Quickie Update : finally solved OpenAL short sound bursts problem
Just wanted to quickly report; I have solved the LAST major bug in FleetCOMMs engine.
Much thanks to Leith Ketchell, my programming partner from "project rogue star". We solved the... Read more
A more detailed update, and the state of the game engine.
The past 5 days, I put in a major run on the game engine. I got some sleep last night; after gunning a 75 hour marathon of programming and debugging.... Read more
The Crazy Plan to get to Kyoto
Please follow this link for the latest Kickstarter.
Some of you might think "that's crazy!"
And yes, you would be right.
I don't expect people in this backer pool to... Read more
Finally; stabilized the engine.
As promised, an update at the end of the month.
If you'd like to see the game build first hand (for windows 7), please download BitTorrent Sync, and use the... Read more
Project Reboot, Phase 1 : Swarm A.I.
One of the most pervasive problems in games these days is the fundamental lack of deep A.I. One of FleetCOMMs project missions was to deliver enemy A.I. that is both compelling... Read more
Project Reboot, Phase 0 : Finalizing Graphics Manifest
First off, I would like to thank the words of encouragement, and the very forgiving nature of the backers who posted on the last update. It truly helps me, and... Read more
Mea Culpa, and what will happen next.
CRITICAL MISSION FAILURE
There are really no other words to describe it more clearly; I have failed as a game developer and a programmer.I hate to keep breaking bad... Read more
The Final Mission; Outline.
For those wondering about the release date; 13 OCT 2013. (for Linux and Windows7, we'll be on Desura, we are in contact with a few publishers who do digital... Read more
PAX 2013 Day 1.
We're at PAX! Thanks to the backers who stopped by our booth. We've also reached a few more gamers who are deeply interested in FleetCOMM, most of who have never... Read more
Was AWOL. Now we're on a "Secret Mission"
First, the bad news; we've been remiss on updates. Due to the tight engineering schedule, and having a skeleton crew, and the lack of "good update material" (we can't really... Read more
Game Update Cancelled Today, out of respect for the people of Boston.
Too much national tragedy happening in the United States today.
Out of respect to the victims of today's IED attacks on the Boston Marathon, I am cancelling the game update... Read more
A Massive Heisenbug Appears.
No, I don't think this is "bad news", or any sort of gist in that direction.
But I'll cut to the chase, yes, this means we will have to delay... Read more
The State of FleetCOMM and Kickstarters in General.
We'd like to post a lengthy update on the state of FleetCOMM, and it's delivery due at the end of December. I would like to apologize for the... Read more
IGF Submissions, wanna help test?
We're going to be updating the build daily during our IGF submission process.
If you'd like to join in on the fun, follow this link.
Thank you for your continued support,... Read more
Steam Greenlight, PAX
We're going through the last stretch of development for FleetCOMM, and that's through Steam Greenlight.
Please visit us at our Steam Greenlight page, we'd love to have your... Read more
Uploads and Desura
This release is going to be for Windows only, and also coincides with our demo at PAX Dev and PAX Prime.
I've also been getting some pings for Desura access.... Read more
Mini Update : PAX PAX PAX :)
I'll be speaking at PAX DEV this year, which will demo FleetCOMM Beta!
I will also be attending the rest of PAX, floating around in cosplay. If any... Read more
Brief Update : a question about hardware, and when to expect more updates.
First off, would like to apologize for the sparseness of updates lately.
But allow me to disperse doubts first; Yes, we are on time for delivery for the beta state.... Read more
There's no comforting way to put this, nor will we try to sugar coat the inevitable.
This is *not* going to be an easy game.
This ain't no crunch and... Read more
Live Broadcast of the developer build.
Sort of a mini update, for the big update to come :)
Mini Update : Linux 32 + 64 == GET!
Just a small update for the Penguins.
We've managed to complete our entry points into Linux 32 and 64 bit!
Which leaves us with Mac OSX as the last platform... Read more
Uhm. Autobots? NO.
So some story out there claims we're working on Autobots and shit.
It's not us, "Mercenary Games".
It's actually these guys :
TL;DR : GAME "MEDIA... Read more
Current Developer "Sprint Schedule"
Just wanted to give you all a quick update on our developer schedule, this time going into the specific parts of the game engines development process for... Read more
CROWDFUNDING : THE OMNI-PASS
It's more like a Cartel.
"Business as usual" is the rallying cry of the marketroids and strip miners; the gaming industry is starting to lose is touch with... Read more
Full Disclosure; where the fuel went.
Greetings, Kickstarter patrons.
We'd like to give you all full disclosure on our funding cycle, as well as a breakdown on how we're spending your money. In fact, this project... Read more
For those that were "missing in action" : we're now live on Indiegogo!
Mini Update : if you funded us here on Kickstarter, and would like to access our Desura build, you may have to ping us again, so we can send you... Read more
The Last Update, what's next?
Looks like we've been pretty solid here on Kickstarter.
Anything short of an actual alien invasion, I think we can reach our goal.
We're stunned at the response from our... Read more
The Final Stretch
It's been a wonderful and terrifying experience so far on Kickstarter.
We have updated our video with something more "user friendly"
We will also have one more update on our... Read more
Introducing "Fleet Intelligence".
ADDENDUM : Let's see what Reddit/r/French thinks of the current French version.
We've composed a script for the next video. Not the final voice by the way, this one is... Read more
Linux 64 is Live! All demos are now publicly available!
LINUX64 IS LIVE! + INVITE RESTRICTIONS LIFTED!
After much testing with our current patrons (thanks for the bug support everyone! We made much progress thanks to recon data from our... Read more
Linux 64 bit!
We're just waiting on confirmation from Desura.
The 64 bit version for Linux should be ready for testing once we are approved. A 32 bit version is just a matter... Read more
Logo Redesign. "FleetCOMM"
UPDATE : we're gonna close voting on this issue tonight, Midnight Pacific.
We'd like to know what the community thinks about this.
"Vigrior" is a cool title, but, barely anyone... Read more
Release the Prototypes!
From the engine room of Slade Villena, Resident Mad Scientist @ Mercenary Game Laboratories.
As you can see, plans are being executed for our worldwide invasion, and I... Read more
Art Update : What kind of posters you might see?
You can view our update on our wordpress account.
The art update is also included in our main design document on the front page.
Hope the Virals don't scare you too... Read more
A.I. Prototype, a blast from the past.
EDIT : Our Kickstarter Patrons should have received a message about our Dropbox prototype folder. Check your messages, setup instructions provided. Once you are setup, and if you have... Read more
Introducing the DEMO PASS, Mac and Linux update
We value your patronage. All our Kickstarter backers will have exclusive access to playable prototypes, combat scenarios and fleet maneuvering tools.
These prototype systems will be released... Read more
Hitting the mark, a breakdown of our mission requirements.
Clint had an awesome post, it's a simple requirements calculator. Shows the time needed, as well as the cost of the whole effort. There's room for debate, so we'd like... Read more
Article from Space Sector
Adam solo has a nice article about the project here.
Thanks for the kind words dude. :)
Viral AI, early prototypes
A blast from the past.
The video in this update is one of Slade V's earliest attempts at A.I. combat maneuvers (Credits to Matt F, and Brian F for contributing... Read more
Thanks so much!
To celebrate, we're showing you one of the pin up posters we're working on.
hope you enjoy! :)
quick update#2 PC version
We've added the following section to our "porting targets".
- Mac OSX, Linux; Part of our porting efforts include these operating systems! Linux is close to our <3, and Macs? Yeah... Read more
Funny Comments and Flattering Words.
I think some of the comments we get from forumers are fascinating, and worth reposting here.
Best intro I've seen for long => Check.
Cool project, almost meeting... Read more
someone asked this question :Will this game be offered DRM-free? (i.e. possible to install and run on a standalone PC without an Internet connection).
Short answer; yes. We are... Read more
Feel like showing us off in your network? Wanna share our prototypes with your friends?
Like us and link us up :)
Jason, our art director, has been pushing for our crew to show the "human" side of this project.
He is correct, people barely get to know us from that "colorful"... Read more
quick update PC version
someone posted this question
I know you plan to port your game on multiple platforms (PS3 O_o), but what about a proper Linux version? Also, will it be a... Read more
Off to a steady start.
To all our current kickstarters, THANK YOU.
We've learned one thing here on Kickstarter, if you believe in your idea, someone on the web... Read more