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  1. Greetings, Defenders
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  3. We hope that all of you had a great holiday season for 2016, as well as a celebration grand enough to usher in the new year. The holidays are a busy time for everyone, and unfortunately, we at Wave 53 Studios aren’t exempt from this. From vacations, spending time with our families, and a surprise medical problem, we are now back and will resume work on Full Invasion: Osiris shortly.
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  7. Our main concern at this stage is to finalize the framework of the module, and ensure that all the core features work as intended. This is going well so far, and we’ll continue to update our Patrons on Patreon with smaller posts about some of the features being introduced, like the new bot spawning system which we are very proud of.
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  9. Following that, a lot of effort goes into designing the defending and invading factions. As many of you will know from our previous articles, our goal is to make all of the factions in Full Invasion: Osiris as fleshed-out and diverse as can possibly be. Players should have progression within a class as well as overall through a session, and the invading waves should be unique and challenging so they do not get boring or repetitive.
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  11. While we will surely announce all of these features here on ModDB in the future, they will go out to our supporters on Patreon first. They will also be seeing in-progress documents about faction design, stats, and variety - they are even able to give their feedback to influence our decisions. Once we have the factions more-or-less finished, we will be creating the bosses and legendary weapons which our Patrons have been rewarded for their support over there (meaning there’s still time to get yours).
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  15. We are keeping very few maps from the previous versions of Full Invasion 2, a lot of the ones in FI:O are going to be completely original and unique. Again, this is a lot of work to put in using an editor which, frankly, leaves a lot to be desired.
  16. We are always looking for people who are willing to create maps for Full Invasion 2. Community-crafted maps are awesome in every game, and is how a number of classic FI2 maps were created. Mapping is easy (anyone could do it, seriously), but it’s just time consuming - It’ll be one of the main factors towards our release date, as we currently have one person working on them.
  17. If you have experience with creating maps/scenes or are willing to learn, please contact our community manager on [Steam], [ModDB], [Discord], or [Reddit] for information on how you can get involved and see your work put into Full Invasion 2. Depending on the quality of your maps and how many you make, there’s a good chance we’d be willing to pick you up as a full-time member of our team!
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  21. Finally, we would just like to thank each and every person who has played and enjoyed Full Invasion 2 in the past, and has supported Wave 53 Studios during the development of Amber and Amber 2.0. Without support from our community, Full Invasion 2 may have stopped development with v121 over two years ago.
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  23. We know that everyone loves community events, so we will be posting more information later in the month about both a public event and a closed event with sign-ups on our [Steam Group] like before. We will notify people about both events across all of our platforms, but the best way to stay up-to-date is over on our [Discord Server].
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