Welcome to the latest Unvanquished monthly alpha release! In this release, we have a new model, more coding infrastructure work, and an updated map editor package. Our new model is for the leech, which replaces the old hovel placeholder that we were using. Now that the leech is in, we have only one model left … Continue reading Unvanquished Alpha 41!
News
New! daily development activity can be tracked there: Development Activity.
Alpha 40: the big four-oh
Do you believe it? We’ve hit 40 alpha releases! That’s a lot of monthly alpha releases. Fortunately for us, we’re not that far from the long-awaited beta. We’ve already hit our map quota, we’re almost done with models, and our coding projects are approaching fruition. It wouldn’t be a long shot to say that we … Continue reading Alpha 40: the big four-oh
Alpha 39: fixes, fixes, fixes
This release we focused on our spring cleaning effort, fixing showstoppers and improving the user experience of the game; read on for what’s new!
Alpha 38: building forward
Spring is in the air, warm winds are blowing in, and a new release of Unvanquished has arrived. What’s new in this release? Plenty! For our renderer, we now have auto-softening for all sprites, so that all particles now take advantage of the soft particle feature without having to explicitly call it. In addition to further … Continue reading Alpha 38: building forward
Exciting upcoming features!
We’ve long been asked about what will be in our upcoming beta release. Check here for all the cool, exciting features to come! It’s closer than you might think! Google Chrome integration Due to having added Google Native Client for our VM system and HTML/CSS support from libRocket, we have now been able to fully … Continue reading Exciting upcoming features!
Alpha 37 – Anniversary Edition
For the third anniversary of Unvanquished’s first release, we are proud to present to you an engine milestone in Alpha 37!
Special effects
Another thing we’ve made progress on over the years is our array of special effects. These include things in our renderer (inherited from XreaL), as well as 2D and 3D artwork integrated into the game. We’re always in the process of adding more and refining what we’ve already got, in addition to the underlying renderer … Continue reading Special effects
Maps of Unvanquished
Unvanquished ships with its own stock set of ten maps, ranging in size from small maps meant for clans to duel on, to larger ones meant for huge public games. Our maps have all been made by members of our development team, and are continuously updated across our release cycle. Some maps have been upgraded … Continue reading Maps of Unvanquished
Summary of gameplay changes
One thing we’re asked often is, what changes have been made to the gameplay since Tremulous? Here’s a look! Listed below are the major changes, not including more subtle re-balancing or tweaks to individual attacks. We are changing things all the time, and things are still in-progress, so this list is only representative of what … Continue reading Summary of gameplay changes
Here’s Alpha 36!
Our latest alpha release is a big one! We have two new models, two mapping updates, gameplay progress, and plenty going on behind the scenes. First, let’s go over the new models. We’ve got the repeater, which means that of this release, all human building models are finished! As for the alien team, we have … Continue reading Here’s Alpha 36!