June 2013

Going multi-platform, part 6 : Mac OSX

After hard weeks of work, february finally saw the release of a linux version for Projekt Weltherrscher – Phase. This marked the first step on my journey to go multi-platform, something to too easy for a game that was made on and for windows (with an IDE that actually only runs on windows).

But those that are into multi-platform development know how close Mac OSX and linux are in terms of coding (OSX is based on Darwin which is based on unix), so after getting the game to run on linux the next (natural) step would have been porting it to Mac OSX. But different to linux you don’t just set up a virtual machine, install a free distro, your IDE and start porting, no, you need something that actually runs a Mac OSX operating system, and that something is ideally a real Mac. But now I finally have access to a running Mac OSX with all my development tools (lazarus, FPC, xcode) up and running.

So I used the last weekend to start porting the game to Mac OSX, and as I initially thought most of the stuff that makes the game run on linux also works on OSX. I had to comment out a few things that I still need to implement, like iterating display modes, changing to fullscreen mode, etc. but the game is up and running native on OSX for the first time!

So yes, Phase 2 is coming to Mac OSX some time in the not too distant future, and I hope that there are some Mac users out there that are up for some serious strategics 😉

Projekt “W” Phase 2 – New beta release (#190)

Later than expected (partially due to a power supply failure on my PC) here’s the new beta release #190 of “Phase 2”. As usual it’s available for windows and linux :

(Windows) Projekt “W” – Phase 2 – Open Beta rev. #190 (~83 MBytes)
(Linux, i386) Projekt “W” – Phase 2 – Open Beta rev. #190 (~80 MBytes)

Here are some highlights from this release, for a full list of changes take a look at the changelog :

  • AI Builder for regions
  • New soundtrack, including the game’s very own theme song
  • New and improved sound effects
  • Several improvements to the user interface / gameplay :
    • Visual warnings for regions with low loyalty or high pollution levels (right to the region’s flag on the globe)
    • The region list can now be sorted by different criterias (economic power, population, pollution level, etc.)
    • You can now have the units placed by the computer on the battlefield (by simply ending the placement phase)
    • Unit health is now displayed for deployed divisions in regional view
  • Almost two dozens of fixes and minor improvements
    • One of these fixes includes full support for render-to-texture on older graphics cards (earlier releases would crash in certain parts of the game)

So this release doesn’t only add to the game’s overal atmosphere with the new soundtrack and improved sound design, but also adds some finish with lots of bugfixes and small improvements to the user interface. What’s still missing from the sound design is the battlefield. Units currently don’t have any sounds assigned, but that’s planned for a future release. It’s sadly kinda hard finding military unit sounds that sound good and won’t cost any money.

Also on the list are some missing features like the whole politics area of the game (it’s partially there but disabled for the current build) and the different game modes that I intended to add at some point during game design.

I hope you enjoy this new build of “Phase 2” even more than the recent ones. And a big thank you to all the people that send me their valuable feedback on the game. That’s what actually keeps me motivated 🙂