What changed
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addedICMYI: No Man's Land Demo - Official Trailer:Hello fellow comrades! It has been a long time...but with good reason. We have spent the past 6 months re-developing the core and peripherals of No Man's Land, to a point where we think this is one of the most immersive War Strategy games out there! Here is a player-facing changelog on just how much work has been done: Levels: - Reworked the Main Menu to include diegetic UI - Re-design of the Tutorial Level - Addition of a War-photography style loading screen - Re-design of the Raid Level 3D Artwork: - Re-created ALL 3D Assets in game - Re-textured ALL 3D Assets in game - Added a raincoat for Light Infantry Lighting: - Replaced old ambient lighting with new, for all levels - Abandoned baked lighting Audio: - Recorded a set number of ' English' and 'German' voice lines - Added ambient trench SFX - Added bespoke sound cues for all units - Added ambient audio to 'spirits' UI: - Complete overhaul of main menu UI - Complete overhaul of Tutorial Level UI - Complete overhaul of Raid Level UI - Each Unit has it's own Name - Unit Sanity bar New Features: - Spirits - Toggle All Units - Skip turn - Unit Name - Unit Sanity - 2v1 combat support - Enemy turn commences at the end of last player turn This is a very condensed list of changes, which has been supported by a whole host of backend work to make the turn, spawning and movement systems far more robust. We would like to sincerely thank everyone for their patience and support, but we think that you will be just as happy with this demo as we are. Thank you for choosing to create history with us, one game at a time. The Mancunium North Dev Team
No Man's Land changes
addedHello fellow comrades! It has been a long time...but with good reason. We have spent the past 6 months re-developing the core and peripherals of No Man's Land, to a point where we think this is one of the most immersive War Strategy games out there! Here is a player-facing changelog on just how much work has been done: Levels: - Reworked the Main Menu to include diegetic UI - Re-design of the Tutorial Level - Addition of a War-photography style loading screen - Re-design of the Raid Level 3D Artwork: - Re-created ALL 3D Assets in game - Re-textured ALL 3D Assets in game - Added a raincoat for Light Infantry Lighting: - Replaced old ambient lighting with new, for all levels - Abandoned baked lighting Audio: - Recorded a set number of ' English' and 'German' voice lines - Added ambient trench SFX - Added bespoke sound cues for all units - Added ambient audio to 'spirits' UI: - Complete overhaul of main menu UI - Complete overhaul of Tutorial Level UI - Complete overhaul of Raid Level UI - Each Unit has it's own Name - Unit Sanity bar New Features: - Spirits - Toggle All Units - Skip turn - Unit Name - Unit Sanity - 2v1 combat support - Enemy turn commences at the end of last player turn This is a very condensed list of changes, which has been supported by a whole host of backend work to make the turn, spawning and movement systems far more robust. We would like to sincerely thank everyone for their patience and support, but we think that you will be just as happy with this demo as we are. Thank you for choosing to create history with us, one game at a time. The Mancunium North Dev Team
ICMYI: No Man's Land Demo - Official Trailer:
Hello fellow comrades! It has been a long time...but with good reason. We have spent the past 6 months re-developing the core and peripherals of No Man's Land, to a point where we think this is one of the most immersive War Strategy games out there! Here is a player-facing changelog on just how much work has been done: Levels:
- Reworked the Main Menu to include diegetic UI
- Re-design of the Tutorial Level
Addition of a War-photography style loading screen - Re-design of the Raid Level 3D Artwork:
- Re-created ALL 3D Assets in game
- Re-textured ALL 3D Assets in game
- Added a raincoat for Light Infantry Lighting:
Replaced old ambient lighting with new, for all levels - Abandoned baked lighting Audio: - Recorded a set number of ' English' and 'German' voice lines - Added ambient trench SFX - Added bespoke sound cues for all units - Added ambient audio to 'spirits' UI: - Complete overhaul of main menu UI - Complete overhaul of Tutorial Level UI - Complete overhaul of Raid Level UI - Each Unit has it's own Name - Unit Sanity bar New Features: - Spirits - Toggle All Units - Skip turn - Unit Name - Unit Sanity - 2v1 combat support - Enemy turn commences at the end of last player turn This is a very condensed list of changes, which has been supported by a whole host of backend work to make the turn, spawning and movement systems far more robust. We would like to sincerely thank everyone for their patience and support, but we think that you will be just as happy with this demo as we are. Thank you for choosing to create history with us, one game at a time. The Mancunium North Dev Team