Set in the Dune universe, this free indie game turns Emperor: Battle For Dune into a First/Third Person Shooter. More features are on the way, such as spice fields, capture buildings and explorable vehicles.
The Emperor is dead. The Guild has taken over the Spice production on Arrakis until another great House claims it. Three Great Houses remain after the long fighting on Arrakis. the noble Atreides, The evil Harkonnen and the insidious Ordos. All three houses are after control of Arrakis, for control of the Spice, for control of the Known Universe.
From the water world Caladan. The Atreides are a righteous and noble people, only doing what they can for good. The Dukes love for his people commands superior loyal and devotion from his troops.
From the industrial wastelands of Giedi Prime. The Harkonnen are cruel yet cunning, with leaders and officers being killed by their followers to gain rank, making them harden soldiers.
From the ice planet Sigma Draconis IV. The Ordos are a mercantile house, only after profit. Investing in cloning troops and shield technology on their tanks so they don't have to spend more money buying extra units.
Atreides: Machine gun Post, Rocket Turret
Harkonnen: Flame Turret, Gun Turret
Ordos: Gas Turret, Pop-up Turret
Refineries, harvesters and their carryalls are the basis of all Spice production on Arrakis, each House has their own Harvesters and carryalls where they collect the Spice and deliver it to Refineries to refine it.
Each House has a Barracks for infantry training. In these structures you can refill your ammo and health while also purchasing higher characters with more health and better weapons.
Each House has a Factory where their vehicles are created. You can purchase fast scouting vehicles at low costs, main battle vehicles with more armour and stronger firepower for a higher price or long ranged vehicles for indirect combat.
Take a look on www.w3dhub.com for more info on this Indie game. We are part of W3D Hub, along with Apocalypse Rising, Tiberian Sun: Reborn and Expanded Civilian Warframe.
Hello everyone and welcome to a very much needed and overdue update! As in the past we have been far too silent but that never means that we haven't been working!
So it's been almost 2 years since our last update back in the Halloween of 2013, but we have been busy working on a fair few things. As you can see we have made the jump, much like other projects, and not all W3D ones at that, to W3D Hub. This is something that we had been in talks with before the community was formed just like ECW, but we took a little longer than them to properly come over.
This was a pretty tough choice to make after being at Final Warrior Productions for so many years and with so many great people. Things had become pretty silent all together over there, what with Omar having to focus on his studies meaning Tiberian Redux wasn't getting any attention and E! vanishing for long periods of time.
So when things finally kicked off with W3D Hub and we were offered a place, we could hardly say no! So many fantastic games and talented developers gathering in one spot is a no brainer. It's a healthy environment that is breathing life into not only Battle for Dune, but every other project here!
As our project continuously moves forward, so does our art direction to keep as up to date as possible. One aspect of our game that we feel is lacking are our infantry, even more so when compared to our vehicles. So we felt is was due time to start our updates with the Atreides infantry.
The Atreides Light Infantry carry a pistol, a medium ranged distance rifle and a anti-vehicular explosive. Vulnerable to most weapons, they are nevertheless valuable anti-infantry units and the core of House Atreides army.
For awhile we have been playing with new ideas about repairing and how we'd like to approach it in Battle for Dune. From repairing Main Frames directly (as it is currently set-up) to having something like the Apocalypse Rising nodes. An idea we came upon recently was inspired by what unique ability we wanted to give each Engineer, the Harkonnen's is equipped with Claymores, the Ordos' has anti-vehicular mines and the Atreides Engineer has repair fuses that speed up repairing times!
The idea we have been planning and gradually fleshing out is to have two to three repair rooms or sections in rooms in each building. These would be kitted out with non-intelligent computer systems that regulate the structures functions that Technician and Engineer classes can repair the building at a good rate. They would also be equipped with sockets/terminals where your Engineer can place their fuse!
So a couple of weeks ago now we poked our heads out of the dark corner that we had been lurking with a new quick shout out. This consisted of announcing that we were no longer part of Final Warrior Productions and now part of W3D Hub (as mentioned in the Exodus) and a new screenshot of the game.
There is much more to come on this in the future, but for now it's still a work in progress.
Since we joined W3D Hub we also moved to scripts 4.3, this means we have some extra bug fixes added to our workload. Doing this we have access to some extra features from 4.3, as we now also have full source access, which means some bugs can be fixed with better ease. We also plan to move to 5.0 in the near future after we make sure our current 4.3 build is stable. We are currently facing some annoying bugs such as mouse steering on vehicles, this sounds better than it is, trust us. 5.0 will open new doors for us for instance some graphical features which Methelina is working on but I can't go into too much detail about that yet.
5.0 will also bring some addition features we could advantage of, like the more advanced game info when you hold "K". Another feature we could use is the new sprinting system brought about after our own version of the concept. It's a bit more open in terms of being able to run forever, but we're dealing with Arrakis here where water is scarce, so our sprint feature will still have stamina. This keeps in tune with the feel of our game and the universe it's in.
We have a lot more stuff to show off in the next coming updates, we'll also more likely be shifting between dev updates and blogs, depending on how much we have to show off.
Latest tweets from @warofassassins
Hello there, here's our first update from our new! In this we pretty much clear everything up from May and more! T.co
Jul 25 2015
Good Morning everyone! We've been very quiet but also very busy. Our new home is at W3D Hub, but more on that soon! T.co
May 30 2015
@mathewhasker Thanks for the support, we are working towards getting a release as soon as possible!
Oct 30 2013
Blog 123 has been up for 2 of weeks now. This blog has new Atreides basement designs, Carryall script and more! T.co
Oct 27 2013
Blog 122 is up and has been written by our coder, Triattack. It contains information about our script features! T.co
May 28 2013