<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-1024509525971048216</id><updated>2012-02-16T02:38:53.383-08:00</updated><category term='deployment'/><category term='forest base'/><title type='text'>Mindemia Development Blog</title><subtitle type='html'>Blog about the development of Mindemia's games. Currently focus is on Hostile Sector, an online tactical, team oriented game, inspired by classics in the same genre.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>8</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1024509525971048216.post-8019088607190259091</id><published>2011-05-27T04:19:00.000-07:00</published><updated>2011-05-27T04:19:42.070-07:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='deployment'/><category scheme='http://www.blogger.com/atom/ns#' term='forest base'/><title type='text'>New mission Forest Base and deployment explanation</title><content type='html'>Forest Base is a new mission that will be launched soon. It's themed as a small military complex in a dense forest area, with small paths crossing the terrain. It's laid out across 2x2 sectors, with a total of 6 Victory Zones.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-Mi_y0IINMhQ/Td-FYvF18SI/AAAAAAAAAAU/B9w7bofHUik/s1600/training_overview.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="180" src="http://1.bp.blogspot.com/-Mi_y0IINMhQ/Td-FYvF18SI/AAAAAAAAAAU/B9w7bofHUik/s320/training_overview.jpg" width="180" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;The overview. Blue and red indicates where teams enter the mission&lt;/td&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;This mission will be used as a test bed for the public missions, as it is a bit larger then Crossroads, which easily gets cramped with a few players in it.&lt;br /&gt;&lt;br /&gt;Here are a few screenshots from the mission:&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-LcJl9XRSpwM/Td-HiIyqYtI/AAAAAAAAAAc/NRapQBAeFR4/s1600/hs14.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://1.bp.blogspot.com/-LcJl9XRSpwM/Td-HiIyqYtI/AAAAAAAAAAc/NRapQBAeFR4/s400/hs14.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-OAybs-Q5UlU/Td-HiraF8EI/AAAAAAAAAAg/b5l5iJ1qK4A/s1600/hs15.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://4.bp.blogspot.com/-OAybs-Q5UlU/Td-HiraF8EI/AAAAAAAAAAg/b5l5iJ1qK4A/s400/hs15.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;So, how does troop deployment work in the game?&lt;br /&gt;In Solo Missions, troop deployment is automatic, so not much to mention there.&lt;br /&gt;&lt;br /&gt;First of all you deploy troops to a specific mission. This is done through the web interface.&lt;br /&gt;Once the troops arrive at the area (instant), you launch the mission, and go down to Sector level. Any undeployed squads will have a darker button than the deployed ones. Click it to be able to see deployable tiles. These are marked with a green ring on the terrain.&lt;br /&gt;Currently, any owned Victory Zone will have its adjacent tiles deployable. In addition, each team has an edge along one of the sectors as deployable, in case they don't control any VZ's.&lt;br /&gt;Click a deployable tile to place your squad there!&lt;br /&gt;&lt;br /&gt;To move your troops out of a mission, there are two ways. Either using a med-evac, which works from anywhere in the sector, or by standing next to a controlled VZ. The option to "Undeploy" will now appear in the action menu.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1024509525971048216-8019088607190259091?l=mindemia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/8019088607190259091/comments/default' title='Kommentarer till inlägget'/><link rel='replies' type='text/html' href='http://mindemia.blogspot.com/2011/05/new-mission-forest-base-and-deployment.html#comment-form' title='0 kommentarer'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/8019088607190259091'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/8019088607190259091'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/2011/05/new-mission-forest-base-and-deployment.html' title='New mission Forest Base and deployment explanation'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-Mi_y0IINMhQ/Td-FYvF18SI/AAAAAAAAAAU/B9w7bofHUik/s72-c/training_overview.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1024509525971048216.post-6567207110904447801</id><published>2011-05-15T03:15:00.000-07:00</published><updated>2011-05-15T03:15:46.251-07:00</updated><title type='text'>Weekly progress</title><content type='html'>Time to report what's been going on this week, and it's quite exciting! The whole week has been devoted to the multiplayer experience, and there's been some major refactoring in regards to how multiplayer games are handled. Now it's possible for players to instance maps and thus challenge other players for a quick fix, in addition to the regular campaign. Together with the solo missions, this ensures there is always a way to play the game.&lt;br /&gt;This new system needs testing, and thus we will be opening the test to external testers, hopefully the coming week.&lt;br /&gt;Stay tuned to our newsletter, twitter or facebook page to find out how!&lt;br /&gt;&lt;br /&gt;Here's a list of the tasks that were done this week:&lt;br /&gt;&lt;br /&gt;Done:&lt;br /&gt;Create instanced MP mission&lt;br /&gt;Open MP games show up in lobby&lt;br /&gt;Can join other MP games&lt;br /&gt;Can set turn length on MP games&lt;br /&gt;Account creation page&lt;br /&gt;&lt;br /&gt;Started:&lt;br /&gt;Basic client chat system&lt;br /&gt;&lt;br /&gt;Bugs fixed:&lt;br /&gt;Fixed where recruit button would show up for deployed squads&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1024509525971048216-6567207110904447801?l=mindemia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/6567207110904447801/comments/default' title='Kommentarer till inlägget'/><link rel='replies' type='text/html' href='http://mindemia.blogspot.com/2011/05/weekly-progress.html#comment-form' title='0 kommentarer'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/6567207110904447801'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/6567207110904447801'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/2011/05/weekly-progress.html' title='Weekly progress'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1024509525971048216.post-8540751817832565012</id><published>2011-05-06T08:51:00.000-07:00</published><updated>2011-05-06T08:51:26.420-07:00</updated><title type='text'>Friday Progress Update.</title><content type='html'>Hey. Here's a brief update on the feature progress that's been made this week, as well as a few recent screenshots. Full size images will appear on the home page soon.&lt;br /&gt;If you want to discuss anything, feel free to head over to the &lt;a href="http://www.mindemia.com/forum"&gt;forums&lt;/a&gt; and post a question there.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-QmOQpO-vUuM/TcQX7u640MI/AAAAAAAAAAM/j5OEI8hw7gY/s1600/hs10.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="300" src="http://1.bp.blogspot.com/-QmOQpO-vUuM/TcQX7u640MI/AAAAAAAAAAM/j5OEI8hw7gY/s400/hs10.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;Skirmish over a small (very empty) building.&lt;/td&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/--lMYCwR8wTQ/TcQX789NJyI/AAAAAAAAAAQ/yEXmh6pLqmw/s1600/hs11.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="300" src="http://2.bp.blogspot.com/--lMYCwR8wTQ/TcQX789NJyI/AAAAAAAAAAQ/yEXmh6pLqmw/s400/hs11.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;The remaining soldiers were caught in a deadly cross fire.&lt;/td&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;Done:&lt;br /&gt;Throwing Grenades&lt;br /&gt;Building: Storage Room&lt;br /&gt;Building: Logistics Center&lt;br /&gt;Discarding unwanted equipment and weapons&lt;br /&gt;Dismiss soldier&lt;br /&gt;Deployment of Heavy weapons&lt;br /&gt;Added "Glory" for Companies&lt;br /&gt;&lt;br /&gt;Progress:&lt;br /&gt;Ragdoll&lt;br /&gt;Refactored some methods in server layer&lt;br /&gt;Made big old ugly chunk of code in server layer redundant&lt;br /&gt;&lt;br /&gt;Started:&lt;br /&gt;Deployment of Heavy weapons&lt;br /&gt;Building: Storage Room&lt;br /&gt;Building: Logistics Center&lt;br /&gt;&lt;br /&gt;Bugs fixed:&lt;br /&gt;Fixed not calculating all directions properly on the server&lt;br /&gt;Fixed bug where changing stance and turning broke due to recent updates&lt;br /&gt;Grenades and mortar shells arc properly&lt;br /&gt;Fixed color selection in store not working&lt;br /&gt;&lt;br /&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#xfbml=1"&gt;&lt;/script&gt;&lt;fb:like href="http://www.facebook.com/pages/Hostile-Sector/164594910226760" layout="button_count"&gt;&lt;/fb:like&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1024509525971048216-8540751817832565012?l=mindemia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/8540751817832565012/comments/default' title='Kommentarer till inlägget'/><link rel='replies' type='text/html' href='http://mindemia.blogspot.com/2011/05/friday-progress-update.html#comment-form' title='0 kommentarer'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/8540751817832565012'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/8540751817832565012'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/2011/05/friday-progress-update.html' title='Friday Progress Update.'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-QmOQpO-vUuM/TcQX7u640MI/AAAAAAAAAAM/j5OEI8hw7gY/s72-c/hs10.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1024509525971048216.post-3687918853340329765</id><published>2011-05-01T09:30:00.000-07:00</published><updated>2011-05-01T09:40:50.690-07:00</updated><title type='text'>Hostile Sector Design Doc Excerpts: #1 - The Basics</title><content type='html'>&lt;div style="margin-bottom: 0cm;"&gt;Hi all.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;This is a first test to give future players a bit of insight into the mechanics of Hostile Sector, and the reasoning behind them. Hopefully this will spawn some discussions around the subject in which case there will be more.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;If you feel like discussing it, head over to our &lt;a href="http://www.mindemia.com/forum/"&gt;newly established forums&lt;/a&gt;.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Each section contains "How it works now", which is either how it's currently implemented, or will be implemented, and a "How it might be in the future" paragraph, which is a list of things that will be considered once the basics are thoroughly tested.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Please note that this may not be a definite, or complete list, and that things might change after this has been posted.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Cheers,&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Rickard&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;Basic concept:&lt;/b&gt;&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;How it works now:&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Each player controls a number of soldiers, organized in squads(fire teams).&lt;/div&gt;Each squad can contain up to four soldiers.&lt;br /&gt;&lt;div style="margin-bottom: 0cm;"&gt;Each soldier is individually customizable with equipment, clothes and weapons.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Squads are deployed onto tactical battlefields, called Missions.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Each Mission consists of a number of Sectors, arranged in a grid.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;A player can deploy their squads either along a line of one of the Sectors (depending on access), or at a Victory Zone the players' team controls.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Each Sector contains one or more Victory Zones.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Each Sector consists of 30x30, 4m Tiles.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;When a team controls all Victory Zones in a Sector, they control the Sector.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;When a team controls all Sectors on a Mission, they control the Mission.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Actions on Missions are turn-based. The turn will change either when a certain (real) time has passed, or when all active players on a team are finished moving.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Time may vary between Missions, from 5 minutes, to several hours.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;How it might work in the future:&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;More instanced ”game modes”. Capture-the-flag, Combat Patrol etc.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Multiplayer missions can be instantiated by players, who can invite others to play with them in a non-persistent manner.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Better leadership might allow more soldiers in a squad. &lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;Campaign:&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;How it works now (in development):&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;The campaign is multiplayer only, and consists of a number of connected areas (Missions) on a campaign map.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Controlling an Mission in the campaign controls access routes to other nearby Missions. If a team doesn't have an access route, they can't deploy troops in that area.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Depending on the area the Mission is located in, a controller might get additional bonuses, such as increased recruitment rate from an urban area. Or med-evacs if the area contains an air field.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;How it might work in the future:&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Access routes also define supply (such as ammo). If units are cut off, they will not be able to get any new supplies (such as ammo).&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;Single Player:&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;How it works now:&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Players can instantiate SP missions. These range from simple search-and-destroy missions, to more scripted missions.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;SP Missions are a good way to give the new soldiers some experience, and find new gear.  &lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;How it might work in the future:&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Players can cooperate on SP missions.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;Movement and Action Points:&lt;/b&gt;&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;How it works now:&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;All movement and actions in the game require Action Points.&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;Each turn, a unit receives a number of Action Points based on their Dexterity and Constitution.&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;Movement Cost is dependent on what kind of terrain the unit is moving through. Example: Dirt and Grass is fairly easy to move through, and their cost is less. Rocky and Forest environments are more difficult, with uneven terrain, or vegetation hindering movement, and thus cost more to move through.&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;Sloping terrain costs 50% extra AP to move through (both up and down, and side-ways).&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;How much a weapon costs to fire and reload is an abstracted value of how cumbersome the weapon is to operate, the amount of preparation required and some game balancing value. Example: Small arms, like Assault Rifles and SMG's are easy to fire, as they're usually held in a ready position during movement. They cost less to fire. It's also easy to change clips, and thus reloading is fairly cheap too.&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;Machine Guns and RPG's are more cumbersome to use than regular rifles and assault rifles due to weight and size.They also require more steps when reloading, so they become more expensive to operate in general.&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;How it might work in the future:&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;Heavier weapons (such as heavy mg's, mortars, and heavy sniper rifles) need to be ”set up” before being fired. Once ”set up”, these weapons can only fire in that direction until ordered to move again.&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;b&gt;Sight and Concealment:&lt;/b&gt;&lt;/div&gt;&lt;div style="font-weight: normal; margin-bottom: 0cm;"&gt;How it works now:&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Each unit(soldier) has their own field of view covering a 160 degree forward arc.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Units use their Perception value when deciding what and how far, they can see.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Each tile has a ”Sight Decay” value, which is estimated based on how easy it is to see through it. Example: Water tiles have nothing blocking view, so their decay value is very low, as are roads. Forests have a high decay value due to the trees and undergrowth that you find there.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Walls, building and large objects block view completely.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;The chance of spotting a unit is based on the Perception value of the viewer, the Concealment skill of the target, distance and concealment value of the target tile.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;Night or or day time affects how far a unit can see.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;How it might work in the future:&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;There is equipment to improve sight range, both during night, and day.&lt;/div&gt;&lt;div style="margin-bottom: 0cm;"&gt;There is equipment to improve concealment. Possibly terrain specific.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1024509525971048216-3687918853340329765?l=mindemia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/3687918853340329765/comments/default' title='Kommentarer till inlägget'/><link rel='replies' type='text/html' href='http://mindemia.blogspot.com/2011/05/hostile-sector-design-doc-excerpts-1.html#comment-form' title='0 kommentarer'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/3687918853340329765'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/3687918853340329765'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/2011/05/hostile-sector-design-doc-excerpts-1.html' title='Hostile Sector Design Doc Excerpts: #1 - The Basics'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1024509525971048216.post-6871009447366547219</id><published>2011-04-11T11:55:00.001-07:00</published><updated>2011-04-11T12:15:38.600-07:00</updated><title type='text'>About customization</title><content type='html'>[Archived from old blog: 2011-02-11]&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;One of Hostile Sector's goals is  that each player should be able to customize their soldiers and give  them a unique look. If you have ever played collectible games like  Warhammer 40k you probably know that half (or even more?) of the fun is  in giving your units some character.&lt;br /&gt;Hostile Sector recently got the  basics for the customization framework in, and in the pictures you can  see the soldiers happily posing with some head gear, weapons and custom  uniform colors. For launch there will along with this also be various  uniform types to further distinguish your soldiers.                                     &lt;br /&gt;&lt;img alt="soldiers with gear" src="http://www.mindemia.com/images/hostile/customize2.png" /&gt;                                     &lt;img alt="even more!" src="http://www.mindemia.com/images/hostile/customize1.png" /&gt;                                      Items like this will be  available either by collecting them on missions, or you will also be  able to buy them in the in game store.&lt;br /&gt;&lt;script src="http://connect.facebook.net/en_US/all.js#xfbml=1"&gt;&lt;/script&gt;&lt;fb:like href="http://www.facebook.com/pages/Hostile-Sector/164594910226760" layout="button_count"&gt;&lt;/fb:like&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1024509525971048216-6871009447366547219?l=mindemia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/6871009447366547219/comments/default' title='Kommentarer till inlägget'/><link rel='replies' type='text/html' href='http://mindemia.blogspot.com/2011/04/about-customization.html#comment-form' title='0 kommentarer'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/6871009447366547219'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/6871009447366547219'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/2011/04/about-customization.html' title='About customization'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1024509525971048216.post-2307802164136808958</id><published>2011-04-11T11:54:00.000-07:00</published><updated>2011-04-11T11:54:48.470-07:00</updated><title type='text'>The world is no longer flat. Benefits of high ground.</title><content type='html'>[Archived from old blog: 2010-12-21] &lt;br /&gt;&lt;br /&gt;Now, the world in Hostile Sector  is not exactly round either, but at least it contains height features.  And more importantly, it's not merely a cosmetic feature, but provides  important gameplay as well, some features more obvious, and others less.                                     &lt;br /&gt;&lt;div style="left: 32px;"&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;br /&gt;&lt;li style="text-align: left;"&gt;Higher features block sight. Naturally, you can't see through solid ground.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;li style="text-align: left;"&gt;Steep  slopes block movement. A very important feature for level designers,  since it allows a basic way to channel gameplay throughout the  scenarios.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;These are the two basic features  that you get "for free" with height differences. The following are less  obvious, but provide additional depth for a turn based strategy game  like Hostile Sector.                                         &lt;br /&gt;&lt;br /&gt;&lt;li style="text-align: left;"&gt;Slopes  cost additional points to move in. On covert missions, movement in  slopes has the advantage of flexibility. If you encounter an enemy below  you can choose to take advantage of the higher ground and move up, or  if an enemy is spotted above, you can move down and try to lose line of  sight.&lt;br /&gt;The disadvantage is that slopes are cumbersome to move in.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;li style="text-align: left;"&gt;Higher  ground means longer line of sight. High ground is good for lookouts and  long range weaponry, as they have an increased chance of getting the  drop on enemies.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;So, as you can see, height  creates interesting tactical opportunities, and is by default a good and  balanced gameplay feature. The advantage of being positioned there, is  balanced by the difficulty in getting there (and sometimes getting out  of there).                                                                          &lt;br /&gt;&lt;div style="display: table-row; float: none; height: auto; width: 100%;"&gt;&lt;a href="http://www.mindemia.com/images/hostile/hs3.jpg" target="_blank"&gt;&lt;img alt="overview of the helicopter scene" src="http://www.mindemia.com/images/hostile/hs3_mini.jpg" /&gt;&lt;/a&gt;                                         &lt;a href="http://www.mindemia.com/images/hostile/hs4.jpg" target="_blank"&gt;&lt;img alt="approaching a small compound" src="http://www.mindemia.com/images/hostile/hs4_mini.jpg" /&gt;&lt;/a&gt;                                     &lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1024509525971048216-2307802164136808958?l=mindemia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/2307802164136808958/comments/default' title='Kommentarer till inlägget'/><link rel='replies' type='text/html' href='http://mindemia.blogspot.com/2011/04/world-is-no-longer-flat-benefits-of.html#comment-form' title='0 kommentarer'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/2307802164136808958'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/2307802164136808958'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/2011/04/world-is-no-longer-flat-benefits-of.html' title='The world is no longer flat. Benefits of high ground.'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1024509525971048216.post-3745160781008403044</id><published>2011-04-11T11:52:00.000-07:00</published><updated>2011-04-11T11:53:23.994-07:00</updated><title type='text'>Transition to 3d, first image.</title><content type='html'>[Archived from old blog: 2010-12-01] &lt;br /&gt;&lt;br /&gt;It's been little more than a  month since the last development update, and with good reason. During  that time, the Hostile Sector client went from being 2d only, to 3d, and  i'm glad to present you the first development shot of the game.&lt;br /&gt;The transition was done using the &lt;a href="http://www.jmonkeyengine.com/" target="_blank"&gt;jMonkeyEngine&lt;/a&gt; framework, a state of the art community driven scenegraph.                                     &lt;br /&gt;So, while the game engine as a  whole has been on the back burner for a bit, having a 3d client means  almost endless opportunities, and a lot of features that would be hard  or almost impossible to implement in 2d, all of a sudden becomes very  easy.&lt;br /&gt;That said, there are still a few  things to weed out in the new client, before implementing any large  features. Coming up is a new sight system, replacing the current linear  fall off one, with a new one, better taking terrain, and current light  conditions into consideration.&lt;br /&gt;The image below depicts a few  heroic soldiers approaching a crashed helicopter in one of the single  player missions. Night time makes it hard to see very far, but they've  still managed to spot a hostile patrolling the area.                                     &lt;br /&gt;&lt;div style="display: table-row; float: none; height: auto; width: 100%;"&gt;&lt;a href="http://www.mindemia.com/images/hostile/hs2.jpg" target="_blank"&gt;&lt;img alt="hostile sector image 1" src="http://www.mindemia.com/images/hostile/hs2_mini.jpg" /&gt;&lt;/a&gt;       &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1024509525971048216-3745160781008403044?l=mindemia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/3745160781008403044/comments/default' title='Kommentarer till inlägget'/><link rel='replies' type='text/html' href='http://mindemia.blogspot.com/2011/04/archived-from-old-blog-2010-12-01-its.html#comment-form' title='0 kommentarer'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/3745160781008403044'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/3745160781008403044'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/2011/04/archived-from-old-blog-2010-12-01-its.html' title='Transition to 3d, first image.'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1024509525971048216.post-7965913234821023350</id><published>2011-04-11T11:48:00.000-07:00</published><updated>2011-04-11T11:48:55.525-07:00</updated><title type='text'>Hostile Sector Unveiled</title><content type='html'>[Archived from old blog: 2010-10-25] &lt;br /&gt;&lt;br /&gt;To start off, i'm going to tell  you a bit about the next big project from Mindemia. It's called "Hostile  Sector" and is a persistent, team based and turn based tactical and  strategic browser game. Simple, enough? &lt;br /&gt;The tactical part is  inspired by isometric tactical games of old, and anyone who's played  games in that genre should feel right at home. The strategic part comes  from the fact that there will be a multitude of territories to conquer,  each benefiting the controlling team, and a hierarchial group system  that will allow players to form command structures. Add to this a system  where both soldiers and weapons are customizable, and you have "Hostile  Sector" in a nut shell.                                     &lt;br /&gt;In addition to target anyone  interested in playing strategic and tactical games together with other  people, online, "Hostile Sector" is designed to allow a group of players  that may not have several hours to spend each day, to still be able to  feel that their actions contribute to their team's accomplishments.&lt;br /&gt;&lt;br /&gt;The other good news is that alot  of the framework is already in place, and the game is currently in  closed testing with a limited number of people.&lt;br /&gt;&lt;br /&gt;Stay tuned for more info, or  "like" it on facebook to receive more news about "Hostile Sector" as it  becomes available.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1024509525971048216-7965913234821023350?l=mindemia.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mindemia.blogspot.com/feeds/7965913234821023350/comments/default' title='Kommentarer till inlägget'/><link rel='replies' type='text/html' href='http://mindemia.blogspot.com/2011/04/hostile-sector-unveiled.html#comment-form' title='0 kommentarer'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/7965913234821023350'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1024509525971048216/posts/default/7965913234821023350'/><link rel='alternate' type='text/html' href='http://mindemia.blogspot.com/2011/04/hostile-sector-unveiled.html' title='Hostile Sector Unveiled'/><author><name>Mindemia</name><uri>http://www.blogger.com/profile/17954757065272982081</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
