Hey, I'd just like to first say that this game is awesome, it's incredibly addictive and fun, and the need for actual strategy is something that's missing from most RTS games these days.
Wonderful! Thanks for that.
I have a couple minor suggestions:
And that's always welcome, too.
1) Windowed Mode, I generally multitask quite a bit and it would be nice to be able to run things in the background more easily
The game as it presently stands is technically in windowed mode, just on top of all windows with the mouse snapped to the window and the window scaled to fill your entire screen. So as far as Alt-tabbing and such goes, you don't wind up with the same sort of resource-dumping and reloading that you get with true fullscreen applications.
1. I could make it so that the game optionally doesn't get any larger than 1024x768 if you want (the minimum run size of the game), which would leave parts of your desktop in the background if you are on a higher resolution (but which would also make the game not widescreen if you don't have a widescreen monitor), but aside from being able to see stuff in the borders of your screen (if your screen is large enough), I don't know that it would make any practical difference. The cursor would still be locked to the game until you hit Alt-tab or the windows key or something like that, since in order to do RTS-style edge scrolling it needs to lock the cursor for that to work.
2. Further, I guess I could change it so that if you disable edge-scrolling (presuming you like to play with the arrow keys more than anything else), that the cursor is then not locked.
3. That would give you windowed mode, except you still wouldn't have the "chrome" around the edges or the titlebar at the top. I'd have to look into it more before getting that supported by the game, and it might have some issues (at first at least) with certain themes and visual styles in XP/Vista. I'd have to look into that.
If you don't mind my asking, I'm curious what you mean by "run things in the background more easily?" I don't need details, I'm just curious as to the sort of activities that are presently made more difficult than you prefer. If it's just checking email and/or looking at your taskbar, then maybe just doing #1 above would be enough, if you're trying to do realtime chatting or something more complex like that (that isn't voice), then I guess #2 would also be needed. I'm not sure what would really call for #3, except maybe just arranging things the specific way you like. Anyway, let me know what you think about all that, and what you think will work best for you; I've added it to my list.
2) allow units to be in multiple control groups - this is a minor gripe but I have often found myself wishing I could do it
Yeah, one of my beta testers brought this up, too, but at the time I didn't want to risk adding instability by having to recode the whole control group thing. However, now that it's come up a second time, and now that there is a bit more leeway between full releases (a week at a time? sounds like plenty of time to me.), I think I'm ready to revisit this. I've added it to my list, and while it won't be in tomorrow's full release, I should have something worked out for an upcoming prerelease and then full release in a week or two. Thanks for bringing this one back to my attention!
It's rare to see a developer so open to suggestions from the users, it's quite refreshing.
Anywho, great game, I'll definitely be recommending this to everyone I know.
Thanks! I think that, most of the time, developers finish with a product and then just move on. To a certain extent I am also moving on, as I have other projects upcoming besides AI War, but I and my playgroup are still so into the game that it will be growing and evolving for a long time, hopefully 1-2 years or more. Part of that just depends on the level of ongoing interest from the player community, but we'll see at least an expansion pack later this year, and lots of free DLC between now and then and probably for at least 6 months afterward.
Beyond that... it all depends on player reception, but so far things are looking quite positive that the game has a long life ahead of it (we've already got a pretty vibrant little community here, despite the low exposure of the game so far). So, in that regard, your recommendations to friends and associates are much appreciated! Word of mouth is crucial to a tiny (mostly undiscovered) developer like us, so that sort of support is really helpful to us.
Thanks for playing!