So far, the FXMOD told our story of Homeworld's 8 races - through Deathmatch (and later, the new Single-player campaigns). Now, after considering all options, we think that our focus going forward should be RPG Mode, regardless of whether that will be in HWRM or in HW3. This resulted in 3 brand new SP missions, 2 new tutorials, and the pride and joy of the HW:RM version of the FXmod: our 33-stage challenge mode, The Shimmering Path. So, while Hw_Lover and the others kept working on RPG Mode, which had been in development already, we also started making new Single-Player content instead, which had been neglected since the FXCommander days. Engine limitations and an overdose of out-of-sync issues (we recently learned this was caused by the "true ballistics" aspect of the 2.0 update) killed the Multiplayer aspect of FXG and many other mods. Homeworld Remastered was released, and while it was great to see Homeworld get the love it deserves, there were a number of issues. But back then it was a big deal, especially since we added many new ships and features on top.Ģ015. In the present day, that is not something special - many mods have done it, though maybe not at the scale we have. I'd like to interject with some more background information as to why we came to this decision below:īack in the days of HW2Classic, the selling point of the FXMOD was that it ported over all races from HW1 and made them playable in HW2. The future of the FXmod will be centered around the development of our RPGMode. You can use the Discord for discussing and giving feedback, I'll get the results via one of our guys. But what RPG Mode needs most are the designs of this HW universe we are going to build."įor those who are interested in helping, I advice you to get an idea of the HW universe we are trying to build by playing the RPG Mode Closed Test. Those ideas and wishes will help shape this mode going forward. We welcome your feedback and thoughts on RPG Mode so far, and would like to know you would like to see from it in HW3/HWRM. If you are reading this and are interested in trying out the RPG Mode's closed test, you can find the instructions on our Discord. More than anything, it is intended as a showcase of the core systems that we have made for RPG Mode so far, and for playtesting these systems. This build features a (very) early DEMO version of RPG Mode - there are no quests and few maps. So to that end, after talking with Hw_Lover, we decided that we will be releasing what we have on RPG Mode so far by means of a CLOSED TEST BUILD. RPG Mode Closed Test: How to Participate? But it would make little sense to move onto HW3 without RPG Mode having been unavailable in Homeworld Remastered at all. We'd like to wait and see what HW3 brings before we invest more time into developing RPG Mode in HWRM. But other than RPG, there will only be some fixes left for FXG in HWRM." Or, in case modding HW3 is easy but making RPG Mode on it is not, we will continue making RPG Mode on FXG in HWRM. If it is possible to mod HW3 and it is easy enough, we will focus on building the RPG Mode in HW3. HW_Lover: "It mainly depends on the difficulty of modding HW3 and the ability to mod HW3 at all, which remains unknown for now. Q: " What are the FXmod's plans for HW3? What about RPG Mode?" To that end we started creating additional Single-Player Content and features instead while working on RPG Mode. The increased frequency of "Out of Sync issues", which we later learned are caused by the true ballistics aspect of the 2.0 patch, meant that the mod's core concept (8 playable races in Multiplayer) had to be reconsidered. The other pieces of the puzzle are our real life situations, and the fact that we have more or less exhausted everything that is possible in HWRM. For us, it simply doesn't make much sense to go out of our way and have sleepless nights over building newscript libraries now, in HWRM, when a lot of that hard work will soon be obsolete in Homeworld3. We are currently waiting for Homeworld3, which should be a lot easier to mod thanks to UE4. With the release of FX v1.39, the FXmod project has been put "On Hold".
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