Showing posts with label launch. Show all posts
Showing posts with label launch. Show all posts

Friday, January 8, 2010

Razanak a.k.a Swarm


After much work, 'Swarm' has been launched, and is in the lobby. It is now named Razanak (thanks BiosElement!), which is 'Swarm' in Hungarian (give or take a few letters).

To see all the visuals correctly, you need the 1.1.5 or 1.1.6 builds. You can currently log in with older versions, but that will be disabled very soon (possibly by the time you read this). The latest builds can be downloaded from the download page (optionally, you can also compile from source if you want). We hope to have builds with nicer installers, and for more platforms, soon.

Currently there is one (big) level, with a boss at the end (that can be quite hard to kill). We plan to add more levels soon, they should be much faster to create now that the code is all ready.

Have fun, and let us know what you think!

Friday, October 2, 2009

Launch: Syntensity Open Beta, Intensity Engine 1.0

Today we are officially launching Syntensity's open beta, as well as releasing version 1.0 of the Intensity Engine. This brings to a close an intensive year of development, but is also just the beginning for this project.

Instructions for getting started with Syntensity can be found on the main page.

Syntensity's open beta launches with one complete game (the gk1 map, which is an insta ctf-type game that also has some automatic gun turrets). But Syntensity is really more of a platform for game creation, not one or two games that we created ourselves. This initial game is just to show what the engine can do, and also to be a basis people can work from (by modding gk1). We'll be making some more example games during the beta (to show more of the engine's capabilities - gk1 covers only a small part of that), but our main focus will be to help people use the engine to create the games they want.

Regarding the Intensity Engine (the open source project that comprises Syntensity's code), it is now at 1.0. It's basically feature-complete for our initial goals, and decently stable - enough for people to start using it, both for Syntensity and other projects. There are some bugs we are aware of, and testing will probably uncover more, but overall things are in fairly good shape. In the near future we will focus on fixing bugs and polish, later on, there are a lot of engine features on our roadmap.