Nameless swarmy game no longer nameless

April 9, 2009
Posted by: gruso


We haven’t heard much from Otaco on the forums, but thanks to some enquiring minds at pandorasource.de, we can rest assured that development of his nameless swarmy game is rolling along nicely. Just in case you’re using a text-only browser, the game is now called We Come In Peace. Unit balancing has evolved, larger maps with zooming are now possible, and he even has some extra muscle working on AI and music. Sounds like serious business.


Here is the full (translated) email text from Otaco:

The level editor is slowly taking shape and will, if everything goes well, the next alpha hereto.

Moreover, I experimented with a zoomable map (the maps can be much larger than the screen.) It is important to me, all this is still easy on the touch screen to operate and that the overview is not lost.

Also I try just that a planet attacked, the attacking fleet ships entgegenschickt to detect. The result is beautiful battles in space between the planets (of course changes nothing in the first game).

I also consider whether planets could not expand. How could any Planet Three slots in which factories (Planet builds ships faster) to build. The course should also be useful in the AI will be displayed.

An important issue is the mass of ships in the course of the game can come to grips with. One consideration is for larger fleets polyhydric, larger ships so as to generate the number of ships flying calculate limit. At 1000 ships start off like
2x 100 points
5x 50 points
20x 10 points
50x 5 points
100x 1 point
= 82.3% Savings (or?)

The course will automatically happen. Various units for self build / choose the simple gameplay would only unnecessarily complicated.

Another developer sits just at the AI, if there was reasonable come out you can probably choose between different AIs. Also, just a Netztwerksupport for gloost Developed on the I-functionality of the multiplayer game is up.

Deer, for musical organization is responsible, has just pretty much around the ears. Also Schwanke I know if I OpenAL and SDL_mixer on up should be.

I will in the near future a project on BerliOS with cvs up on, regardless of the Alpha releases, the latest version will be available.



  1. This’d be great when we finally get our goddamn Pandoras. Seriously, I’m tired of waiting.

  2. Wow, dude, thanks for that insightful comment. We want our pandoras- shit, if you didn’t point it out, I think I never would have noticed.

  3. It needs bigger spaces between the words. I thought the first word was welcome spelt wrongly. Bigger spaces would make it easier to read.

  4. Good name! Sums up the game nicely (if ironically).

    The typeface isn’t bad either, though the W and M are a bit wrong in my opinion.

  5. I love the title, because it’s a blatant lie.

    “We come in peace, shoot to kill, shoot to kill…”

  6. A maybe better translation by me:

    The level editor is slowly taking shape and will, if everything works out ok, be integrated in the next alpha release.

    Moreover, I experimented with a zoomable map (the maps can be much larger than the screen.). It is important to me that everything can still be easily operated with the touchscreen interface.

    I also try to implement, that when a planet is attacked, it sends out ships to battle the enemy. The result are beautiful battles in space between the plants. (That will, of course not change the overall gameplay.)

    I also considered that planets could expand. There could be three slots for each planet to build factories in (faster ship-building). But that has to be implemented in the AI as well.

    An important issue is the amount of ships the game has to deal with onscreen. A possible solution would be to have larger ships that would be as strong as a number of smaller ones and send out a mix of different ship-types.
    For example 1000 ships would start like:

    2x 100 points
    5x 50 points
    20x 10 points
    50x 5 points
    100x 1 point
    = 82.3% Savings (or?)

    That will happen automatically because many different ship types, the player could choose of by himself would complicate the gameplay too much.

    Another developer is currently programming the AI. If the output will be something reasonable good, you will get to choose between different AIs.

    Also we are developing a networksupport for gloost on which the multiplayersupport of the game could rely.

    Deer, who is responsible for the soundtrack has pretty much to do right now. I’m also not sure if I should choose OpenAL or SDL_mixer for the soundoutput.

    Shortly I will put up a projekt on Berlios with a cvs where, not connected to the alpha-releases, the newest updates will be avaiable.

  7. Nice, thanks mcobit. πŸ™‚

  8. If you have anything to translate from german feel free to contact me.

  9. Lol, turns out I am on a text only browser. XD DSOrganize FTW!

  10. Continues to look like a seriously fun game πŸ˜€

    And, of course, the name is just excellent πŸ˜‰

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