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[Win - Android - OUYA ] Retaliation - Path of War ( turn based wargame )

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#1 xteamsoftware   Members   -  Reputation: 318

Posted 03 June 2013 - 04:36 PM

screenshot003.jpg

 

Retaliation: Path of War is a new and original hex-and-counter turn based wargame. It has been designed and developed with the main purpose of offering a fun and easy to learn wargame, without the complexity and hyper realism of traditional simulation wargames while at the same time keeping all the interesting and challenging elements of tactical reasoning.

Have you enjoyed playing many matches of Risk™ with your friends but often felt limited by its simplicity and yearned for something more? Have you been engaged in realistic battle simulations lasting several hours (or days!) and wished you could just get to the point and vanquish your enemies?
Then you've come to the right place: whether you are a seasoned strategist or a casual gamer, you will love crushing tanks and conquering bases in Retaliation!

Retaliation: Path of War draws inspiration from a great variety of games (Risk™, Chess, Go, RolePlayingGames, Axis&Allies™, Memoir'44™ just to name a few) to deliver a fun, immediate and addictive challenge. It is simple to learn and fast to play but it offers an infinite variety of tactical situations.

 

http://www.retaliationgame.com/

 

Beta testing We invite all interested players to participate in our beta testing program, offering up suggestions and spotting bugs in our product.



Sponsor:

#2 xteamsoftware   Members   -  Reputation: 318

Posted 09 June 2013 - 05:21 PM

RC Version 0.85 [2013.06.09]

** Special NOTE: There are two different fonts being tested for mission information and captions, so don't be surprised to see them both used and please let us know which one works best.

What's new?

NEW FEATURES:
* Unlock Manager for independent mission unlocking
* 3 new missions
* Activated Battle menu with 2 battles
* hextile info button now shows attacker's and target's terrain combat modifiers

UNDER THE HOOD CHANGES:
* mission and battle selector
* tile information system
* alert dialog windows system
* camera movement
* font and color of mission information and caption texts

BUGS STOMPED:
* map image previews that were missing
* sidemountains which were being crossed under certain conditions

#3 Dragonsoulj   Crossbones+   -  Reputation: 1998

Posted 09 June 2013 - 06:25 PM

I'll give it a whirl. I'm looking into doing a whole series of TBS war games, in regular grid, iso, and hex styles. Let's see if I can break it. happy.png



#4 xteamsoftware   Members   -  Reputation: 318

Posted 11 June 2013 - 03:25 PM


First simple video, show the play of a single mission:



we are working on a "full trailer".

Thanks to all for suggestions

#5 Dragonsoulj   Crossbones+   -  Reputation: 1998

Posted 11 June 2013 - 04:16 PM

Definitely seems like an interesting game. I believe you were using a sort of everyone act at once style?



#6 xteamsoftware   Members   -  Reputation: 318

Posted 12 June 2013 - 03:10 AM

Movement is sequential. 
Combat is handled sequentially but considered simultaneous: every player has the chance to fight back and casualties are
removed at the end of each turn.


#7 xteamsoftware   Members   -  Reputation: 318

Posted 18 June 2013 - 04:02 PM


New Upgrade : RC Version 0.86 [2013.06.18]

Special NOTE: An experimental "arcade" feature is being tested in this version, access it from the main menu options, under game options. Fast reflexes and good aim while clicking on vibrating targets will influence the chance of successful hits during combat.

What's new?

NEW FEATURES:
- started custom modding system
- unlocked possibility of custom background image
- hexinfo cards now have production and movement icons
- experimental arcade game mode
- autosave of mission progress
- prepared data structure for in-game rule book

UNDER THE HOOD CHANGES:
- zoom fit settings saved across maps
- added high res title image for HD
- modified warning dialog position
- changed treatment of independent armies

BUGS STOMPED:
- second page of missions not being correctly unlocked
- airport as stopper
- flanking through sidemountain
- no survivors game mode

http://www.retaliationgame.com

and some video:

http://www.youtube.com/xteamsoftware

#8 xteamsoftware   Members   -  Reputation: 318

Posted 22 June 2013 - 12:23 AM

** RC Version 0.87 [2013.06.21] **
What's new?
NEW FEATURES:

* first time play UI/buttons help
* help screens slider
* platform independent timer
* betatester "super user" mode enable/disable scheme
* enabled random terrain maps

UNDER THE HOOD CHANGES:

* updated UI help
* opengl optimization
* mission load optimization
* updated hextile info animation

BUGS STOMPED:

* flags were being marked as targets
* access violation
* memory was not freed in map loading
* memory was not freed in board management
* plateau and swamp terrains were not being loaded

demo:

http://www.retaliationgame.com

and some video:

http://www.youtube.com/xteamsoftware

#9 xteamsoftware   Members   -  Reputation: 318

Posted 29 June 2013 - 05:19 AM

Retaliation: Path of War
RC Version 0.88 [2013.06.29]

Download free at:

http://www.retaliationgame.com

What's new?

NEW FEATURES:
* introducing splitting and joining manoeuvres
* display of AI units' current state/mood and the related in-game options button
* 7 new missions and 1 new battle
* 4 new reference cards (join, split)
* loading of sea-crossing terrain tiles
* help page about the in-game menu options
* merge and split UI for unit deployment

UNDER THE HOOD CHANGES:
* enlarged attack report icons
* merge path arrows, in purple
* preparations for reinforcements

BUGS STOMPED:
* wrong edges in one sideforest
* wrong edges in one road
* loading of plateau terrain
* join UI
* enemy flag over hill (stopper + -1M)
* inline long comments
* split UI
* split and merge allowed across rivers
* friendly flag acting as stopper
* null pointer in player change
* winning condition for No Survival game mode
* merge was not allowed unto moved units
* sideforest over stopper terrain tiles
* adjacent units disappearing when cancelling split

We invite all interested players to participate in our beta testing program, offering up suggestions and spotting bugs in our product.

#10 xteamsoftware   Members   -  Reputation: 318

Posted 11 July 2013 - 02:25 AM

I am pleased to announce new update 0.89.

In this update have been added Initiative and Reinforcements phases, road/railroad tiles and some new tile type: base, airport, power plant, nuclear plant, oil and desert.

NEW FEATURES:
* Initiative and Reinforcements phases unlocked
* initiative roll display and current turn play order (visualized under current player)
* loading of desert themed tiles
* implemented road and railroad rules
* terrain types with implicit road/railroad system (connectors)
* reinforcements UI
* blur effect for movement of units
* map definitions of state for newly created AI units
* effect of player elimination during multiplayer conquer HQ matches

UNDER THE HOOD CHANGES:
* road path arrows, in gray
* independent debug system
* map export framework
* rendering variables optimization
* improved merge icon
* updated road and railroad rules

BUGS STOMPED:
* watchdog AI behaviour
* minionAI was going to bother watchdogAI
* merge with adjacent but requiring two steps of movement
* road and railroad moves
* division by zero in initiative and reinforcement opengl dialogs
* split clones units if tile has flag
* enemy flag across river
* pulsing merge icon when no unit selected
* passable jungle terrain
* only reinforces empty tiles
* reinforcing over impassable terrain
* tank attempting river cross instead of going around through a nearby bridge
* two UI buttons not visible or not working
* cancelling split creating wrong units
* AI state variables reset
* refresh of units after takeground
* some road tiles not properly displayed
* railroad edges

#11 xteamsoftware   Members   -  Reputation: 318

Posted 19 July 2013 - 03:52 PM

New update 0.90

In this update we have added 9 missions ( for now 40 ) both tactical and strategy.

Corrects some bugs in the AI system ( A* pathfinder and strategy/tactical weight determined )

Now we are working on new missions/battles and development for NintendoDS.

#12 xteamsoftware   Members   -  Reputation: 318

Posted 13 August 2013 - 05:19 AM

New update 0.90b

Thanks to users report and feedback we have updated Retaliation Path of War.

Many bugs have been fixed and now the base rules engine is complete.

Now we are working on code optimizations and fix/clean some routines to simplify the porting.

We have made some collaborations for create some 3d graphics elements ( 3d isometric ) e for game musics with:

Andrea Giachini

http://andreagiachinicomposer.jimdo.com/

Play free at:

http://www.retaliationgame.com/

We invite all interested players to participate in our beta testing program, offering up suggestions and spotting bugs in our product.



#13 xteamsoftware   Members   -  Reputation: 318

Posted 18 August 2013 - 03:39 AM

retaliation_path_of_war_022.jpg

 

Adding 3d isometric graphics for the troops, for a better "board game" effect.

 

This week will be available new 0.91 version with a dozen new missions / battles and numerous changes.

 

Thanks!



#14 xteamsoftware   Members   -  Reputation: 318

Posted 26 August 2013 - 03:07 PM

I am pleased to announce new update 0.91

new isometric 3d armour units (plastic counters style)  and new particle sfx: explosions, fire, merge, create.

 

retaliation_path_of_war_023.jpg

 

Play free at:

http://www.retaliationgame.com/

We invite all interested players to participate in our beta testing program, offering up suggestions and spotting bugs in our product.



#15 xteamsoftware   Members   -  Reputation: 318

Posted 09 September 2013 - 02:18 AM

retaliation_path_of_war_027.jpg

The 0.92 update introduces an alternative combat mode (called 'videogamer') which
offers a smoother and more action-like combat phase.
This mode has been designed for those players who would prefer a faster combat,
without the use of dice rolls. Those who instead prefer to play in the classic board
game mode can of course keep doing so.

New graphical effects have been added, for explosions and smoke, which together with the isometric tank counters from 0.91 give a new visual feel to the game.

The new hit/miss effects coupled with the videogamer mode remove the need to look at the results of dice rolls and let instead players concentrate on deploying their
armies and enjoy the combat mayhem.

Furthermore, this release introduces roads and the relevant rules, with 5 newly added maps covering both movement and combat on the road.

You can also try the in-game rulebook, which has now been almost completely activated.

As always, we welcome all feedback and suggestions!


#16 xteamsoftware   Members   -  Reputation: 318

Posted 18 September 2013 - 04:49 PM

 

Theme Music

https://soundcloud.com/cloud88/vgm-path-of-war-main-theme

 

NEW FEATURES:
* implemented 'FLAGS_STAY' custom rule: when active, flags (army headquarters) are not removed from the board when conquered but instead change color (and owner)
* added campaign selection flags
* added last rulebook chapter (on terrain)
* added 5 new battles

UNDER THE HOOD CHANGES:

 

* added campaigns' management system
* started campaign maps
* removed project support splash screen
* modified and optimized terrain loading system
* optimized tiles animation rendering on map loading
* controlled and fixed rulebook chapters

BUGS STOMPED:

* impossible mission 40
* credits page not displayed
* inverted combat modifier for roads and for railroads
* in game music not looping
* in game music playing when disabled
* not correctly removed directx sound structure
* was not loading sea_island terrain
* cut margin in rulebook captions
* AI not correctly checking enemy hq
* retirement was influenced by terrain effects

 

http://www.retaliationgame.com/



#17 xteamsoftware   Members   -  Reputation: 318

Posted 25 September 2013 - 03:53 PM

New Update 0.93b

retaliation_pathofwar_sce2.jpg

 

NEW FEATURES:

 

* added turn counter window
* added total production counter (updated on-the-fly with each movement)
* added current mission number display
* activated the new battles
* enemy offered pursuit after being attacked with a 1-1

UNDER THE HOOD CHANGES:

* added unit selection ordering system
* optimized rendering of dialogs (join, split, exit, repeat, attack)
* renamed "scenario" to "campaign"
* optimized UI rendering
* modified retreat function
* modified takeground function
* modified player's unit count verification
* added missing battle thumbnails
* added missing battle descriptions

BUGS STOMPED:

* reinforcements capping (max 6 per turn) was not applied
* split denied towards units that had moved
* positioning of current player and current playing order
* possible retreat tiles selection could give rise to wrong retreats
* mis-texturing due to angle between two tiles
* wrong path calculation for retreats
* takeground sometimes was freezing a match
* "failed retreat" card was not shown
* bug with players' order in movement phase after a HQ capture



#18 xteamsoftware   Members   -  Reputation: 318

Posted 06 October 2013 - 10:28 AM

New update 0.93c available for download

 

http://www.retaliationgame.com/

 

What's new?

 

NEW FEATURES:
* added campaign map selector
* added the first campaign (total of 7 missions)
* implemented possibility to hide all units from the map (debug mode only)
* added help tooltip for terrain information
* added help tooltip for map intro/description
* added help tooltip for rulebook
* added loading of team definitions
* production from occupied terrain not shown during reinforcements phase

 

UNDER THE HOOD CHANGES:

* added global campaign management class
* added function for best production tile lookups
* added player team functions
* added map position in mission template
* modified help tooltip for sound
* modified victory conditions check
* modified zoom-in and zoom-out functions
* modified rulebook menu functions
* optimized player init
* modified AI enemy lookup functions when teams used
* modified AI target selection when teams used
* modified A* pathfinding when teams used
* modified UI for campaign management

 

BUGS STOMPED:

* possible freeze during players verification
* farming AI state was not correctly setup
* endless matches among two remaining AI players when human player eliminated
* wrong camera position after coming back from rulebook menu
* wrong retreat path when being attacked from NW edge
* possible freeze during AI merge action

 

PREVIOUS WARNINGS:
* version 0.92 introduced an alternative combat mode called ("videogamer"); you can disable it in options if you prefer to keep playing in board game mode

* version 0.91 introduced antialiasing. If you encounter problems after enabling antialiasing, check the changelog of 0.91 on the game website



#19 xteamsoftware   Members   -  Reputation: 318

Posted 17 October 2013 - 03:54 PM

New update 0.93d available for download

 

http://www.retaliationgame.com/


The latest update marks the unlocking of the first full campaign: a
connected multi-battle scenario, with its own background story (which
will also continue with future campaigns). Each map begins where the
previous one finished, moving across a huge continent map which has
been created for Retaliation.

This update also includes a new original music (by composer Andrea
Giachini) and addresses three issues, as per requests expressed by
many players:

  1) a new SplitUI: unifying the interface of Merge & Split to avoid
misclicks between merging moves and normal movement
  2) new keyboard shortcuts, including "space bar" to deselect the
currently selected unit
  3) game phase titles, to clearly mark the changing of phases
(movement, combat...) during the turn

As always we praise the development team for its fast response time to
players' feedback, delivering timely updates, solutions and bugfixes.

Review on indiegraph

 

http://indiegraph.org/2013/10/15/retaliation-path-of-war-review/



#20 xteamsoftware   Members   -  Reputation: 318

Posted 14 November 2013 - 02:25 AM

New update 0.94 available for download

 

http://www.retaliationgame.com/


A major release, RC version 0.94 brings several new features:
  * the possibility to load external maps (created with the just
released map editor)
  * 4 new missions and 4 new battles, introducing railroads and their
use in combat, movement and reinforcements
  * the new map directive STARTING_PRODUCTION, which will allow maps
where an initial amount of production is to be spent to build up the
starting army
  * the first youtube video tutorials
  * and the possibility to run the game in fullscreen

Video tutorials
https://www.youtube.com/playlist?list=PL7S2H4SoEYRDhV6PPx36PIBpwJyHKbr3u

As always, we welcome feedback from the users and their map creations
(the best ones will be included in future versions of the game)






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