Did a quick test run vid of the Hopper using Shadowplay. The Hopper docks in the Cruzer, then when needed it will autopilot out the dock doors. Once the command selects the destination, the Hopper will fly to that location and land. If the Land and Drop command is selected, it will drop the Transport on the ground and return to the Dock. The pilot can then select wingmen to load into the Transport for delivery to the battle field. (took a while to debug this thing, not as easy as it looks to get the hopper through those dock doors!) ~LtF
The 105mm Howitzer Turret. This is a hover turret that provides a platform for the small mobile cannon. It can be equipped with a 105mm shell of high explosives or with a plasma cannon capable of stopping a Rhino dead in its tracks!
New Constructor Video for current revision available on Steam.
We are in the process of coding the Campaign Missions Achievements Board for SInglePlayer. For the release in Sept of the first campaign this board will track your progress through the missions. Once the Multiplayer version is released, everyone will get a Player Profile Page (PPP). The stats from your singleplayer missions will be compiled on the PPP along with other stats from your MP games. This info can then be accessed by others during Multiplayer games to determine if you would be a good candidate for a Coop Game, Team, Tribe, or mission. An overall rank for each player will be kept on the PPP and results from tournaments and matchs will be displayed there also.
The new BioDome 24 map. We are setting up the new maps for the singleplayer missions, due to start coming out at the end of this month. These are some screens of the 24th BoDome on Mars.
Create custom maps for skirmish and strat games. We are going to be making available a “Modding Package” for free to anyone interested in creating custom maps AND AI configurations. For anyone that wants to learn how (I will have multiple how to vids and twitch broadcasts about how to do this), the computer opponent can be completely customized using the editor and the code. Players will be able to create their own ‘scenarios’ for the computer to use in skirmish and strategy games. Play against your own AI or post it to the Bionite Public Server to share with others in the community. ( I will expand on this further soon)
Did quick render in MAX of the Cruzer interior. This is the starting point for the IMI Faction. When the missions starts the player will have to select two vehicle escorts and board the Transport for travel to the planet’s surface. The Hopper can carry either the Bionite Gas Tanks or the Transport to and from the Cruzer as well as from one point on the planet’s surface to another.
Development Update. The first singleplayer mission for Bionite is nearly complete. We added alot of new content and redid all the maps to enhance the environments. Only a few more things need finished and tested and we can begin to release the “Bionite Saga”. Since we are the spiritual successor to the original BZ, we are using a similar mission style that they used. As in the BZ missions, the player must complete the goals as set by the Commander, but also defeat the enemy. In order to complete each mission, resource management is needed for building vehicles and defending your Refabricator. Some mission scenarios will require asset management (power and silos) in order to build and maintain a Factory. Other mission scenarios will involve a covert plan for rescuing a hostage or two, while defending your base from attack.
The Mission Achievement Board will record your successes playing as both factions, but some mission objectives might get taken over by the enemy…….
Test Video of the Cruzer Dock using ShadowPlay. I did a quick video of the beginning of the Emze Mine Mission on Venus. The commanders’ orders will display on the screen and will set the target. I am still working on getting the surfaces done on the Hopper and the Cruzer, the ones in the video are just Placeholders. Took a while to get code right so there arent any glitchs or mesh clipping. In order to get to the planet surface with your escort, the player will need to load them into the Hopper Transport Once you and your crew are aboard, the Hopper will fly out the dock doors and land on the pad. In Strat Mode, the Hopper Transport system can be used to move heavy equipement and troops around the battle field. It will commandable similar to the APC in BZ2, however can carry a large vartiety of tanks or support equipment (like a Constructor). ~LtF
Development Update: We have some very good news for the community! The first of a looong series of singleplayer misssions (50+) will be released in September. Starting on Venus, players use the Hopper and Cruzer Transport System to travel from one planet (or moon, asteroid) to another. Each location has an existing infrastructure already in place that requires disabling or defending as part of the mission. IMI players are assigned an escort squad while travelling to the planet surface where a Fabricator Unit is waiting. Rebel players also have an escort to start with, but must use the Fabrication Unit to defend the existing infrastructure instead of destroy it.
Once at the location a base must be built and defended in order to overpower the enemy. The enemy already has most of the Bionite resources tapped and heavily defended, which leaves only military strategy as an effective weapon. Once a home base is built, combat squads can be created to attack the enemy one strategic location at a time, or as an all out war. The Emze BioOre Mine on Venus, the 24th Biodome on Mars, the Solar Loadings Docks on the Moon, the H2O Mine on Europa…. are just the beginning of the campaign.
Campaign missions use a format similar to BZ1 with specific progressive goals as part of an overall campaign. The computer plays as an opponent, maintaining its own base and managing resources collected by Scavengers. The computer also repairs assets, deploys Scavengers to BioPools and defends strategic locations needed for resources. Destroyed assets are replaced by the computer opponent using its Constructor and it fabricates combat units using the Factory and Fabricator.
We just completed adding the Sabre Heavy Tank, Wolf Heavy Tank, The Guardian Rocket Turret, the 105mm Howitzer, and the Rocket Gun Tower to the list of assets that can be built and commanded in game. We also added both teams, so players can fight for the IMI or the Rebels. We are redoing all the maps for the campaign mission release in addition to adding one more map on Europa.
We will be posting the screens of the new maps and assets over the next few weeks leading up to the release of the first campaign mission: the BioOre Mine on Venus. A new map will be released approximately once per month a part of a series of missions in an overall campaign to control approximately 50 bases located throughout the solar system. In about 6 months we will have our first set of multiplayer maps ready for distribution. Each singleplayer mission will be playable in Coop Mode as well as Team Strategy Mode with up to 4 commanders and 60 pilots.
As development progresses, we will have more info to share with the community. I will continue to update the FaceBook Page and our Website with new dev news. The support from the gaming community has been huge, and we are going to continue expanding the game with new content and features. Our goal of Full Release on Steam is now within our development crosshairs…… we just want to have the best release we can without it taking another 5 years in development. ~LtF
The game was updated on July 18th with version number PSB-2081-N. Everyone that has the game installed on their Steam client will get the notification to update from Steam. We strongly reccomend installing this new version because it has new content, bug fixes, and a complete overhaul of how the Constructor works. We also have a new update video and a tutorial explaining the changes implemented in the Constructor command system.
The fundamental change to how the Constructor works was done as a result of the feedback we received from the community. We greatly appreciate the feedback and suggestions about how to make the game better. It can take a while for us to make the changes, but we do make them. The Constructor command system was redone to mirror the BZ command system more closely and make it easier for commanders to use.
Here is the Development Update Video:
Here is the New Constructor Tutorial Video:
Here are the Build Notes for this revision: