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Topics - Deozaan [ switch to compact view ]

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251
DC Gamer Club / Indie Game Music Bundle
« on: May 28, 2012, 06:47 PM »
Game Music Bundle is a pay-what-you-want promotion for 5+ game soundtracks:

1. Terraria
2. Plants vs. Zombies
3. Dustforce
4. Ilomilo
5. Frozen Synapse

If you pay $10 or more then you get an additional 10 albums.

Downloads are DRM-free 320kbps MP3s. Play the music anywhere, anyhow you want — no hassle, guaranteed. If you pay $10 or more, you'll also receive links to FLACs.

Of all the games listed on that page, I've only played Terraria, Plants vs. Zombies, and Frozen Synapse. Of course musical tastes are a matter of opinion but I think you'd definitely get your money's worth from those three alone. I already own the Frozen Synapse soundtrack it is a really good listen even if you didn't have any experience with the game its from.

252
DC Gamer Club / Indie Gala 5: 12+ Games and music albums
« on: May 26, 2012, 05:14 PM »
Indie Gala 5 is now available with up to 16 games plus more (as of yet unknown bonuses) depending on how much you're willing to pay.



The games are:

Making History: The Calm & the Storm - by Muzzy Lane ( Steam key )
Beat Hazard - by Cold Beam Games ( DRM FREE )
Razor2: Hidden Skies - by Invent4 Entertainment ( Steam key )
Ironclads Collection (5 games) - by Totem Games ( Steam key )

Space Empires IV Deluxe - by Malfador Machinations ( Steam key )
Battle Mages - by Buka Entertainement ( DRM FREE )
WRC 2010 - by Milestone ( DRM FREE )
Bad Rats: the Rats' Revenge - by Invent4 Entertainment ( Steam key )

Ninja Blade - by FromSoftware ( DRM FREE )
SBK X - by Milestone ( DRM FREE )
Puzzle Kingdoms - by Infinite Interactive. ( Steam key )
Disciples II: Rise of the Elves - by Strategy First ( Steam key )

If you're interested, get them on the Indie Gala 5 site.

253
DC Gamer Club / Torchlight 2
« on: May 15, 2012, 04:01 PM »
Torchlight 1 seemed to be quite a hit with the DC crowd last time around, and Torchlight 2 is scheduled to be released sometime this July.

Torchlight 2 is available for pre-order right now, and they're offering 4-packs (buy 3 get 1 free). This might be a good place to organize group-buys of 4-packs.

254
Living Room / Dropbox Dropquest 2012
« on: May 12, 2012, 02:50 PM »
Dropbox has started another Dropquest with more chances to get more free cloud storage.

What is Dropquest?

Dropquest is a multi-step scavenger hunt that has you solve a series of puzzles (inspired by the likes of MIT's mystery hunt or notpron [though not nearly as time/effort-consuming]). Everyone who completes Dropquest will get at least 1 GB of space (even if you participated last year). Also, everyone starts at the same time, but the questers who finish the soonest get amazing prizes!

Here's a link to last year's Dropquest thread.

Click here for Dropquest 2012

255
DC Gamer Club / Ludum Dare 23 - 1,000 new games and counting
« on: April 23, 2012, 02:03 PM »
This past weekend marked the 10 year anniversary of the Ludum Dare 48 Hour Game Competition. I've posted about the Ludum Dare challenge before.

This time, for Ludum Dare 23, the theme was Tiny World. Not only was it historic in the sense of it being the 10th anniversary of the LD48 challenge, but this is also the first time that 1,000 games have been submitted to the competition. As of this writing, there are 1160 games submitted and still about 6 hours left in the Game Jam.

This also marks my first entry in the challenge. I wasn't planning to enter this time, but halfway through the first day I decided to do it. And I knew I wouldn't have any time to work on it the second day, so I essentially had 12 hours to make a game (prototype). And I did! Then when I went to submit it I found out that my game didn't qualify for the 48 hour competition because I used some assets and things that were made by other people/before the challenge started. But it still qualified for the 72 hour Game Jam. It also meant that I had some time to work on it today.

The game I made is called Be Tiny, World! I'm considering it pretty much finished and I've already submitted it to LD.

BTW - Title Screen - 12-04-23, 07-44-37 AM.png

Play it (or download it) here: http://btw.deozaan.com/
Available for Windows/Mac/Linux/Android, and in the browser.

BTW - Explodination - 12-04-23, 07-47-29 AM.png

BTW - Impending Doom - 12-04-23, 07-50-41 AM.png

BTW - Death - 12-04-23, 07-50-59 AM.png

If you're interested in watching me create the game, you can watch the timelapse videos:




256
Liberated Pixel Cup is a two-part competition: make a bunch of awesome free culture licensed artwork, and then program a bunch of free software games that use it.

Liberated Pixel Cup brings together some powerful allies: Creative Commons, OpenGameArt, the Free Software Foundation, and you.

house7.gif

Phase one runs for the entire month of June and involves making the art assets.

Phase two runs for the entire month of July and involves making games with the art assets.

And even if you aren't an artist or game programmer you can still help out by donating:

Liberated Pixel Cup will be awesome, but it can't happen without the help of people like you!

We're paying artists for comissions on the artwork for the initial style guide, and we'd like to give away prizes for those who win the competition.  You can help make this project all the more awesome with your donation!

Read more about the Liberated Pixel Cup.

257
DC Gamer Club / Indie Buskers 48 Hour Game Jam
« on: April 13, 2012, 11:26 PM »
We're a group of six indie game developers who are fond of game jams. Game jams are fun, but sometimes we have to eat and pay rent, so we thought that we could do a game jam as a public performance! The basic ideas for the games are provided and voted on by the audience. We'll spend a whole weekend working on the games, streaming it all on live video to the internet. Feed an indie today!

The game jam started about 12 hours ago! So check out its progress, watch the livestreams, and donate some moneys if you are feeling generous.

http://indiebuskers.net/

258
Classic RPG game Fallout is being offered on GOG.com for free for the next 48 hours. Get it while it's free!

http://www.gog.com/en/gamecard/fallout

259
In celebration of Unity giving away the Mobile add-ons for Android and iOS deployment, a bunch of asset store content owners have organized a sale on their content. Some assets are even being discounted 100%.


260
Living Room / Renew Encryption Key for offline PS3
« on: March 03, 2012, 09:54 PM »
Hi folks,

When Sony decided to require all PS3 customers to lose advertised features by removing OtherOS if you update the system, my Dad decided he didn't want to update his PS3 anymore.

Just tonight we tried to watch a new Blue-Ray and it shows an error message saying that in order to watch the movie we need to renew the encryption key. And it says the way to do that is to perform a system update.

Aside from the fact that my Dad doesn't want to update the PS3 system software, their internet connection here is so poor that he couldn't download the multi-hundred megabyte update files if he wanted to.

Does anyone know of a way to update the encryption key on the old fat PS3 models without performing a system software update?

The movie is Hugo, if that helps at all.

261
Pay what you want for 5 game soundtracks. If you pay at least $10 then you will get 14 or more albums. More albums unlock as more bundles are sold.

Game Music Bundle 2.jpg

http://www.gamemusicbundle.com/

262
DC Gamer Club / Humble Android Bundle
« on: January 31, 2012, 12:52 PM »
There's a new Humble Bundle, this time the games are available on Windows, Mac, Linux, and Android! The games available are:

Anomaly: Warzone Earth
EDGE
Osmos
World of Goo (if you beat the average)



http://www.humblebundle.com/

263
Living Room / Why History Needs Software Piracy
« on: January 29, 2012, 11:48 AM »
Here is a well thought out argument on why, from a historical perspective, software piracy is not only desirable, but necessary due to current copyright laws.

Thanks to widespread adoption of aggressive digital rights management (DRM) and a single-source model of distribution, most digitally distributed software will vanish from the historical record when those stores shut down. And believe me, they will shut down some day. If this doesn’t scare you, then you need an allegorical history lesson. Here it is:

Imagine if a publisher of 500,000 different printed book titles suddenly ceased operation and magically rendered all sold copies of its books unreadable. Poof. The information contained in them simply vanished. It would represent a cultural catastrophe on the order of the burning of the Great Library of Alexandriaw in 48 B.C. In that fire, a majority of the Western world’s cultural history up to that point turned to ash.

Now take a look at the iTunes App Store, a 500,000 app repository of digital culture. It’s controlled by a single company, and when it closes some day (or it stops supporting older apps, like Apple already did with the classic iPod), legal access to those apps will vanish. Purchased apps locked on iDevices will meet their doom when those gadgets stop working, as they are prone to do. Even before then, older apps will fade away as developers decline to pay the $100 a year required to keep their wares listed in the store.

And here's another analogy he makes not much later:

When Corporations Own History, They Change It

The DRM found in digital app stores today poses a significant threat to our future understanding of history. Sure, the companies that create this software own the rights to these products now, but once a work becomes consumed and embedded into mass culture, it belongs to the ages. It assumes a role larger than that of a mere commercial product, and copies of the work should be protected and preserved as cultural treasures.

It’s hard to protect and preserve that which is liable to change or disappear at any time. If VHS tapes worked like app stores, George Lucas could force all of us to upgrade our purchased Star Wars films to the Special Edition versions (to maintain compatibility with LucasOS, of course), overwriting the old ones in the process. Heck, one day he could decide he doesn’t like the movies at all and replace them with copies of Willow. It would be within his legal rights, but it would also be cultural robbery.

star_willow_small.jpg

Of course, accepting this argument requires accepting the assumption that software is culturally significant. And while personally I can accept that some software is indeed culturally significant, I don't think it will be for the worse if future generations never get to experience a Charlie Sheen Soundboard app.

The article makes a compelling argument for software piracy as a method of historical archival and cultural preservation. I suggest you read the entire thing here:

Why History Needs Software Piracy

264
Coding Snacks / IDEA: Grammar Nazi Mass Rename
« on: January 25, 2012, 06:10 PM »
I have recently made quite a number of purchases of games at GOG.com and downloaded the games + all additional content including soundtracks and wallpapers etc. I am bothered by the file naming scheme that GOG uses and would like a way to automatically traverse all subdirectories of a specified directory to rename the files.

Unwanted filename examples (with a few good ones in there):

GOG Bad Names.png

Wanted filename examples:

GOG Good Names.png

Basically, I want to replace underscores (_) with spaces ( ) and capitalize the first letter of each word.

But! Some words are acronyms e.g. HoMM or BG and I don't want those to be replaced with e.g. Homm or Bg. However, since GOG usually uses lowercase letters for their filenames anyway, I'm okay with it leaving a lowercase acronym all lowercase (but still capitalizing the first letter).

Or in other words, Make the first letter capitalized and don't worry about the case of any other letters in a word.

265
DcUpdater / DcUpdater Bug: 1.2.3 is the same as 1.2.3a
« on: January 13, 2012, 01:48 AM »
DcUpdater seems to only check for numbers and does not differentiate between versions that have letters in them but are otherwise the same.

It will see all of the below examples as being the same version.


1.2.3
1.2.3a
1.2.3abcdefg
1.2.3.abcd

266
DC Gamer Club / Swift☆Stitch - Pay When You Want Week
« on: January 08, 2012, 07:02 PM »
IT'S PAY WHEN YOU WANT WEEK!
TODAY'S PRICE: $3.50

Every day, a different price! Sometimes it will go up, sometimes it will go down. If you don't like the price, check back tomorrow!
(price changes at midnight UTC, normal price is $7)

Swift☆Stitch is an (almost) switch game, meaning you control it with (almost) only one button. Your ship/car/pod goes in one direction and you hold down a button to make it change directions. You can also press a different button to engage slow-motion mode for a short time. I'm not really sure how to describe it so I'll let Sophie, the creator, explain it:

Swift*Stitch is a game about going fast, taking the right route and trying not to crash into stuff.

Here's a list:
  • 2 Button control
  • 3 Game modes
  • 42 Levels
  • 7 Speed settings
  • Achievements
  • Cool vector graphics
  • Customisable appearance (colourblind friendly!)
  • 8 tune soundtrack by Aeronic
  • DRM-free

And here's a video of the game being played:



Try out the demo and/or buy the game (when you want) at the Swift☆Stitch website.

267
This is a really interesting ~15 minute audio clip from Open Source Conference.

Some time ago, Karen Sandler was diagnosed with hypertrophic cardiomyopathy, a medical condition in which the heart muscle thickens, greatly increasing the chances of sudden death. A defibrillator implant was recommended. Of rightful curiosity, Karen asked what software ran the implant, and if she could have a look at its source code before entrusting her life to a gamble on its quality. After many a confused look, much finger pointing and buck passing, the buck landed back on her, and the cat was let out of the bag.

Read/listen to the rest of the story here.

268
I read a good essay/rant on passwords today, which was written/posted yesterday. Here's an excerpt:

When i do my hacker thing and connect to a server from a terminal/console/black box with letters in it, it uses public-key cryptography to prove who i am. I have a private key and a public key. The public key can be used to lock boxes in such a way that only my private key can unlock them again. I give out my public key; the server picks some big random number and encrypts it; if i can tell the server what random number it picked, then it knows i have the private key and must be who i say i am.

(Okay, that's still a bit oversimplified. The actual mechanism for how this usually works is pretty cool, if you want to read about it. It has a pretty picture using paint mixing.)

While my key is still protected by a password, the experience is radically different in a few critical ways.

  • It's called a passphrase, not a password. And, indeed, my passphrase(s) tend to be phrases, 50+ characters long, decorated with punctuation in some way that makes sense to me. They're very easy to remember, yet i can't imagine how you'd even approach trying to crack them.
  • I type the passphrase in once, when i boot up my machine. The private key is unlocked for the rest of the session, and it's used automatically when i connect to any server that has the corresponding public key. Logins are instant and seamless; i log in and out of stuff all day long.
  • The passphrase stays on my machine. It's not sent to the server to be double-checked, like virtually all passwords on the Web are. Something like Firesheep simply cannot work; you can't sniff my passphrase out of the air if it's not there to begin with.
  • Even if i connect to server A, and then hop from there to server B, i can defer all the key-checking back to my desktop. Server A doesn't need to have my private key on it to connect somewhere else in my name.
  • You know those SSL certificate warnings? You know how you always ignore them? Yeah, you shouldn't do that. They're the only warning you get that someone might have hijacked the connection to your bank or whatever. It's a shame that browsers have trained most of us to ignore the warnings, because they're the only thing making SSL useful.
  • Anyway, in the case of SSH: the server has its own public key, which it broadcasts to me as part of the login process. The first time i connect to a server, the public key is remembered on my machine. If i ever try to connect again, and the public key is different, the connection stops immediately. It's the same idea as the certificate warnings, except that public keys are supposed to last forever and you don't need to bleed cash to get one, so a changed key is actually a legitimate cause for concern. (Most SSL warnings are about a certificate that the website owner created himself, because getting a signed one is considerably pricey.)
  • And best of all, i can use the same set of keys for any number of servers. Or i can use a separate key for every server. It's entirely up to me. It doesn't matter what my username is on each server. It doesn't matter whether the servers are related in any way. It doesn't even have to be my account; any account can have any number of public keys linked to it, so sharing an account is just a matter of giving it several people's keys.

I think it's a great read, and it even has a section on the stupidity of bank's websites almost requiring you to have an insecure password. Read the rest of it here. But be warned, it does contain some strong language.

I don't know much about encryption, but the essay seems to make some valid points and it makes me wonder why we use passwords instead of having a single private key to handle all that crap for us.

Mozilla is working on a solution called BrowserID, as discussed here, but as pointed out in the initial post, it is tied to your e-mail account, which isn't necessarily desirable.

So could someone--who presumably has more knowledge than me on this subject--tell me why we are using passwords for every single website we visit when we could just be using public-key cryptography to handle the details for us?

269
Living Room / Happy Thanksgiving 2011 (USA)
« on: November 24, 2011, 11:27 AM »
Hi all,

I just wanted to express my gratitude for mouser and the wonderful DC community he has established and kept going all these years. DC has been a great source of knowledge, help, entertainment, and community for me for many years now.

Thanks to everyone for your contributions to this site/community, and again, a special thanks to mouser for starting it all.

:Thmbsup: :-*

270
N.A.N.Y. 2012 / NANY 2012 Release: Flipside
« on: November 14, 2011, 03:29 AM »
    NANY 2012 Entry Information

    Application Name Flipside
    Version 1.2012.01.12
    Short Description A game based on Sean Howard's Game Mechanic #41: Flipside
    Supported OSes Probably only Windows (XP, Vista, 7)
    Web Page http://flip.deozaan.com/
    Download Link * Flipside v1.2012.01.12 Win.zip (2221.88 kB - downloaded 644 times.)
    System Requirements
    • Windows XP/Vista/7
    Version Historyv1.2012.01.12
    - Added team turn indicator to make it clear which team's turn it currently is.
    v1.2011.12.31
    - Fixed bug where killing a unit blocking your path would not allow you to move to the newly available space(s).
    - Special units can now be attacked. Fixed bug that made units always do 2 points of damage. Fixed other various display glitches.

    Previous version history.
    v0.2011.12.31
    - Combat has been implemented for normal units (meaning normal units cannot yet attack special units). Fixed a bug that allowed units to teleport to the opposite board without the help of a special unit.
    - Turns are now enforced. You cannot select a unit that is not on your team. Once a unit has moved or acted it cannot move or act (respectively) again and you cannot move or act with another unit on the same turn. End your turn by pressing the T key. I also made it easier for the special units to flip tiles with a double-right-click.
    v0.2011.12.30
    - Valid moves are now highlighted when a unit is selected. You can only flip tiles when a special unit is selected.
    v0.2011.11.30
    - Flipping tiles now also flips units from one board to the other and special units do not flip sides, nor will normal units flip sides if there is a special unit in the position it would flip sides to.
    v0.2011.11.29
    - Units can now be moved with the mouse. Moves are validated before being completed.
    v0.2011.11.16
    - Units now start at default positions.
    - Created function to reset board to initial colors.
    - Clicking left and right mouse buttons now highlights tiles to be flipped. Double clicking flips them.
    v0.2011.11.15
    - Tile flipping implemented. But it's not really a game yet.
    - Some interactivity but still unplayable.
    v0.2011.11.13
    - Unplayable Pre-Alpha.

    AuthorDeozaan
    Screencast

    Credits


    Description
    The following description was adapted from Sean Howard's Game Mechanic #41: Flipside

    This is a two-player game where both players play at the same keyboard (hotseat multiplayer). It has a very simple premise. You have a single board, where you play on both sides of it simultaneously. Basically, one side tries to kill the other side. Players take turns moving units and attacking each other.

    Flipside Default Setup.png

    But wait, you say, if they are on two different sides of a plane, how do they fight each other? You notice that each side have two different looking units in the corners. They are special units. They cannot be killed, but they also cannot attack either. If they are targeted and hit, they will be pushed back a square in the opposite direction of the attack.

    But if they aren't combat units, what do they do? They can flip specific squares from one side to the other. The unit with a + on his helmet flips all the squares in the same row and column (orthogonally), while the unit with an X on his helmet flips all the tiles going out diagonally from his position. The special units do not change sides at all, ever, but any other unit on a flipped square is moved to the other side regardless of which side he started on, unless of course one of the special units is occupying a tile that a regular unit would flip to.

    Flipside Diagonal Highlights.png Flipside Diagonal Swapped.png Flipside Orthogonal Highlights.png Flipside Orthogonal Swapped.png

    Features
    Hotseat multiplayer.
    The game is portable in the sense that it will work from a portable drive, however, be aware it does create folders/files in the user directory on the PC that need to be manually removed if you care about that.

    Screenshots
    In the description above.

    Instructions
    Left click to select a piece to move, then click within the green squares shown to move it to that position, or left click the unit again to unselect it. You cannot unselect a unit if it has already moved or performed an action.

    Right click to perform an action. Normal units can attack adjacent enemy units (not diagonally).

    Right click with a special unit selected to see which tiles will be flipped by that unit. If you want to flip those tiles, double-right-click. Remember, special units cannot attack. They can only flip tiles and units located on the flipped tiles.

    Due to the fact that you may be able to move or perform an action when you don't want to, you will sometimes need to press T to end your turn. Note that you always have to manually end your turn with T after moving a special unit if you don't also want to flip any tiles on that turn. Also note that you can't skip your own turn without doing anything. You must move or perform an action before ending your turn.

    It should also be noted that units benefit from being on the same colored squares and are weakened when standing on opposite colored squares. So a light knight standing on a light square will do more damage and take less damage than a light knight standing on a dark square.

    Installation
    Unzip to location of your preference (see known issues below for directory locations the game might not work in).

    Using the Application
    Run the Flipside.exe file.

    Uninstallation
    Delete the Flipside folder.

    WinXP: Delete the \Documents and Settings\[USER NAME]\Application Data\Craven Entertainment\Flipside\ folder.
    Vista/Win7: Delete the \Users\[USER NAME]\AppData\Roaming\Craven Entertainment\Flipside\ folder.

    Known Issues
    The game will not run properly if the path contains non-ASCII characters. So if your Windows username uses non-ASCII characters, don't try running it on your Desktop or from within other folders in your User directory.[/list]

    271
    DC Gamer Club / Steam Servers Hacked
    « on: November 10, 2011, 05:28 PM »
    Dear Steam Users and Steam Forum Users:

    Our Steam forums were defaced on the evening of Sunday, November 6. We began investigating and found that the intrusion goes beyond the Steam forums.

    We learned that intruders obtained access to a Steam database in addition to the forums. This database contained information including user names, hashed and salted passwords, game purchases, email addresses, billing addresses and encrypted credit card information. We do not have evidence that encrypted credit card numbers or personally identifying information were taken by the intruders, or that the protection on credit card numbers or passwords was cracked. We are still investigating.

    We don’t have evidence of credit card misuse at this time. Nonetheless you should watch your credit card activity and statements closely.

    While we only know of a few forum accounts that have been compromised, all forum users will be required to change their passwords the next time they login. If you have used your Steam forum password on other accounts you should change those passwords as well.

    We do not know of any compromised Steam accounts, so we are not planning to force a change of Steam account passwords (which are separate from forum passwords). However, it wouldn’t be a bad idea to change that as well, especially if it is the same as your Steam forum account password.

    We will reopen the forums as soon as we can.

    I am truly sorry this happened, and I apologize for the inconvenience.

    Gabe.

    272
    Developer's Corner / A Brief Rant On the Future of Interaction Design
    « on: November 09, 2011, 11:32 AM »
    So, here's a Vision Of The Future that's popular right now.



    [. . .]

    As it happens, designing Future Interfaces For The Future used to be my line of work. I had the opportunity to design with real working prototypes, not green screens and After Effects, so there certainly are some interactions in the video which I'm a little skeptical of, given that I've actually tried them and the animators presumably haven't. But that's not my problem with the video.

    My problem is the opposite, really — this vision, from an interaction perspective, is not visionary. It's a timid increment from the status quo, and the status quo, from an interaction perspective, is actually rather terrible.

    Read the rest.

    273
    DC Gamer Club / Humble Voxatron Debut
    « on: October 31, 2011, 12:31 PM »
    It's not really a bundle since there is only one game (so far). But you know the drill by now.

    Pay what you want for a game and charity. (I wouldn't be surprised if more games or bonuses were added later.)


    274
    DC Gamer Club / Indie Royale - Similar to Humble Indie Bundle
    « on: October 31, 2011, 01:56 AM »
    I was just heading for bed when I noticed nobody has mentioned Indie Royale here on DC yet. Since there are only about 11 hours remaining I thought I should mention it real quick. It's similar to the Humble Indie Bundle.

    http://www.indieroyale.com/

    I'll do a better job of explaining this later. But for now, if you're at all interested, click through to find out more.

    275
    Somebody gifted me a copy of Harvest: Massive Encounter back in July and I was so busy I forgot all about it. I just found it in my Steam Library a couple of days ago and after looking into the details and remembering it was a Tower Defense game I decided to try it out for the first time.


    For those who just want to see and not read.

    Made by Oxeye Game Studio (with a programmer who also works with Mojang on Minecraft), Harvest: Massive Encounter is different from other TD games I've played. There are, by default, 5 game modes:

    Normal - In which endless waves of aliens come to attack your base and you must survive as long as you can and try to beat your own high score. (Also leaderboards.)
    Wave - In which you must defeat 10 waves as quickly as possible. Perhaps also leaderboards and personal high score.
    Rush - In which you must deal 50,000 damage as quickly as possible. Perhaps also leaderboards and personal high score.
    Insane - Like Normal, but harder.
    Creative (i.e. Sandbox) - With lots of different options, and which can be extended or modded using LUA.

    So far I've only played Normal and Sandbox, but here's how the game is different from other TD games I've played before:

    First of all, aliens don't travel along a pre-defined path; they attack from all sides and can destroy any building. This changes the strategy compared to typical TDs where the only strategy is only building placement (to block off paths or create bottlenecks) or when/what to upgrade next. In fact, the more I think about it, I suppose that Harvest is more similar to a simplified RTS. You don't get money just from killing aliens. You need to build harvesters to grab the minerals sitting around on the surface of the planet. Also, there's another resource besides money you have to worry about: Power. Every building you build requires not only money to buy, but power to build and in most cases power needs to be regularly replenished (e.g. your harvester will power down after mining a few times and needs a recharge before it can harvest anymore).

    0000006872.jpg
    What my base usually looks like. i.e. a mess, and getting overrun.

    To make matters even more difficult, you can't just build a power plant to get an extra supply of power. The power plants generate electricity which then must be transported by hopping from node to node (called Energy Links) to reach its destination. This transportation process takes time, and requires careful planning of your Energy Links. For example, if you've got a defense tower on the outer edges of your base and it runs out of power, it will be useless until it gets some charge back in it. But that's not as simple as it seems, since a unit of power traveling down the nodes toward the defense tower can be grabbed by anything else that needs it along the way, essentially preventing the defense tower at the end of the line from ever getting any power.

    0000006871.jpg
    What someone's base who knows what they're doing looks like.

    Now that I've made it seem really hard, rest assured that there are ways to curb the difficulty. You can set up specific routes for power to travel and of course you can build power plants closer to the places that need it. You can also change game speed at any time from paused/stopped (during which time you can still look around and build things), slow motion, normal speed, double speed, and quadruple speed. Or, to put it more succinctly: 0x, 0.5x (?), 1x, 2x, and 4x. And don't forget to click the Attack Priorities button to customize which tower types should give which aliens the highest (or lowest) priority.

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    Attack Priorities

    Due to the nature of Harvest's resource management, you can't just hunker down in one place and wait for the enemy to arrive--which is pretty much how all other TD games work--you constantly need to build more power plants and expand your base outward for more minerals. This while the enemy waves are becoming more and more difficult. And as you build toward the edges of the map, the map expands further in that direction.

    It sounds very complex and yet the rules are fairly simple. There are basically only 5 buildings you can build: Solar Plant, Energy Link, Harvester, Defense Tower, Missile Turret. None of these can be upgraded except for the Missile Turret, which can be converted into a multi-rocket launcher called the Tempest Turret with EMP-like effects (visual only?) or a super-long range multi-rocket launcher called the Eagle Cruiser Turret that will sometimes fire at aliens before you can even see them on screen.

    It's kind of hard to explain, and I think it sounds very difficult the way I'm explaining it, but it's pretty easy to grasp the basic concepts after a round or two of the game, and then the challenge of devising a good strategy comes next. I still don't feel like I have a good strategy, but there's always Sandbox mode to let me experiment.

    And speaking of Sandbox mode, as I mentioned, the game is moddable with LUA so you can download mods from the community (here's a mod recommended by one of the game's programmers: Doublevil's Tower Defense Mode which makes it more like a traditional TD game) or you can even create your own mods to customize buildings or create new ones, etc.

    All in all, Harvest seems to be deep, fun, and challenging. And though I haven't tried it, I imagine it would even run pretty well on less-powerful machines such as netbooks.

    You can buy it for $10 from Oxeye Games or on Steam, and perhaps other digital distributors as well.  I recommend it, but if you're still not convinced, by all means try out the demo before buying it. :Thmbsup:

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