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Cube Fortress

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I've been working on an indie game since April 2011. It's primarily inspired by the visual simplicity and flexibility of Minecraft, and the dynamic multiplayer gameplay of Tribes. The game is currently in a playable alpha state with a complete game mode, and I'm working on making the gameplay deeper and more interesting. I will also be adding some single-player and co-op PvE gameplay to complement the competitive MP gameplay that's currently there.

The game is written in C# with XNA and runs on PC (D3D10 video hardware required) and Xbox 360; I plan to release it on XBLIG before the end of the year, and on PC as quickly after that as possible. You can find more detailed information in the links below, including screenshots, gameplay videos, and an "M3" build which demonstrates the current state of the game.

Main website: http://cubefortress.com/
Forum: http://forum.cubefortress.com/
Developer blog: http://devblog.andyc.org/

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Looking good. I've always wanted to see the block world "genre" expand beyond the "create whatever you want" into "here's an actual game". Nice work so far!

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Most of my effort since the last milestone has been focused on "support items", and I'm not ready for another milestone release yet but wanted to share some progress. The support items fall mainly into two categories: static item drops, and AI helpers. The AI helpers I currently have are: stationary sentry turret, crawler stun-bot, and a tunneling/boring bot. Item drops are along the lines of ammo packs & health packs similar to Battlefield games, and there's also a teleporter station which I just got working. All of it is very much lacking in polish, it's full of programmer art but the gameplay functionality is the essential part for now.

Sentry Turret: http://andyc.org/gam...ubeWorld_41.jpg

Crawler Bot:
http://www.youtube.c...h?v=zAL2nG7hPaA

Boring Bot:
http://www.youtube.c...h?v=8tX2eHBaVQ4

Teleport Station:
http://www.youtube.c...h?v=tMwHVFWbROI

One aspect I need to figure out is the economy of items. ie, should all things be available from the beginning of the game, unlock certain things based on game progression (like Halo Reach does with their attack/defend game type), or should the player "buy" the unlock (kinda like counter-strike). I'm leaning towards the immediate-available option since then I don't have to worry about managing currency or other assets for players, but that option removes the possibility for investment players might feel in their "build".

I'm currently thinking of going with a build-your-soldier system instead of class-based constraints. This means you can select any primary weapon (rifle, shotgun, etc), any explosive device (grenades, rockets, C4, etc), any support item (ammo box, sentry turret, etc), and so on. Each of those categories of items is fully open, and you can pick anything which is unlocked. The categories of items aren't totally locked down yet, so I might collapse explosives into support & primary.

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