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Trident's Wake Download Compressed File

  • cornfectsigdiri
  • Aug 26, 2019
  • 14 min read




















































About This Game As an ECHO – a digital entity representing a human’s consciousness – you can transfer yourself into a Sentinel, a mechanized chassis built specifically for this purpose. Manufactured by various companies, each has been built to fulfill a different role on the battlefield. Now that the Trident, humanity’s last colony ship and bastion of hope, has been overrun by an unknown alien force, it’s up to you to take it back and ensure humanity’s embryo’s survival. Choose from several Sentinels, each offering unique capabilities. Will you take the enemy head-on with a Moskva, deploying a barrier that allows your allies to take some cover? Or perhaps you’d prefer the nimble Mogami that can dash behind enemy lines, deliver a deadly spread of super-heated projectiles, and dash back to safety? Choose wisely and co-operate with your team, and humanity may still have a chance to start anew. You also have at your disposal a wide array of weaponry and abilities. Mix a flamethrower, the “Guzzler”, with a “Javelin” railgun or a "Viper" hand cannon with the "Buster" plasma rifle. Throw a supply pack for your teammates and receive a repair station as a thank you. Add mission modifiers to raise the stakes in exchange for increased rewards. Fight through each of the ship’s sectors, and free them to unlock new weapons and abilities. Customize your weapons by re-rolling their stats, and upgrade them once you’ve found enough tech. Unlock passive bonuses as you increase in rank, and become the legend that aliens fear. Remember your training and what’s at stake. Humanity is counting on you, ECHO! 6d5b4406ea Title: Trident's WakeGenre: Action, Indie, Early AccessDeveloper:Bacus StudiosPublisher:Graffiti GamesRelease Date: 21 Feb, 2019 Trident's Wake Download Compressed File msi trident wake on lan. trident's wake review. trident's wake game. trident's wake gameplay. trident's wake wiki. trident's wake. trident wake forest. trident's wake steam. trident's wake ps4 I refunded this buggy mess. I could barely get a game started because the menus didn't seem to be setup for a controller. Not good considering this is a twin stick shooter. Once, I got that figured out I found the gameplay to be rather uninspired and dull.. You have to remake a lobby after each 3minute game.. First! Beautiful game so far, will update later.. Such a depressing game. Nowhere near the level of helldiver.. This is not a review, just a casual preview of the game with my thoughts. If you like top down twin stick shooters you might want to check out this game. Cringey Dad Gaming https://www.youtube.com/watch?v=MtkGN5jmUJk&t=18s. As of now the game is riddled with bugs.. I could barely complete 2 missions without alt+F4, there is just too many bugs.. Such a depressing game. Nowhere near the level of helldiver.. A solid co-op or solo top-down shooter! Decent progression, and fast responses from the dev, if you join the discord. A bit rough, but good to support. Certainly worth looking into. Future Localization: Greetings ECHOs!First of a warm welcome to all of you how are recently coming into our game. We welcome you and bid you to participate in the Early Access, help us by spotting bugs, and give us your suggestion as to what way you would like the game to improve. We encoruage you to join our Discord Server, and please do not hesitate to ask us any questions whatsoever, we are a small indie team, but we know, as gamers, what it means to have a fluent communication with the players.Besides that little introduction, I would also like to answer a question that was made by several players: Which languages -if any at all- was the game going to be localized.Well, our good friends and Parteners from Graffiti Games told us that we would be able to localize the game to the following languages in the upcoming weeks: English (Already Implemented) French German Italian Spanish (Latin America) Brazilian Portuguese Russian Simplified ChineseIf your language is not on this list, don't fret, we will continue to see how we can add more in the future. Nontheless, bear in mind that those which are not yet here, might need to take extra time if we will add them (hopefully we can, but no promises!) .Without further ado, i bid you a good day!. We present v0.91b60: Hey ECHOs, small update today, v0.91b60. We fixed several issues that came up during our last update, with the most important being:- Sector selection is functional again and controller-friendly.- Locally hosted games can now correctly access the three available options: "Continue", "Quit Mission" and "Exit Game".- When obtaining a new rank, all exceeding experience points carry over and count towards the required experience of the following rank. If the conditions are right, you can even rank up twice after one mission.We expect to have a juicier update by Friday at most, including some features we've been teasing you with for a while. Also, please keep in mind that we're still working on a Big Update that is primed to release on the later half of March, and that one will bring some much-welcome goodies with it!. Patch v0.91b58 is now live!: Menus fixed for full controller navigability. There may still be a few quirks, but a full mission can be launched / joined and played to completion. Guaranteed working with XBox 360 and PS4 Controllers. Please report any issues or success cases with other controllers! Mission modifiers now work correctly. All four have been enabled and tested in a multiplayer environment. So if you're feeling confident, go ahead and do extra large missions with tougher enemies! Patrolling enemies now correctly call reinforcements once the indicator fills up. Also, if you're already fighting reinforcements, they will directly join the fray instead of calling more reinforcements. That was unfair! Combat music has been enhanced so that it does not stop between waves of enemies belonging to the same event; additionally, a new "fade-out" for transitioning to the default mission music is in place. Doors make have a sound effect when they're opened! Not quite like Star Trek, but it's a welcome indicator! Your favorite skateboarding robot space ninjas are no longer as stealthy: when sprinting, you can hear their footsteps! (This is a work-in-progress, and our next "step" would be to add sound effects to regular walking as well). Patrolling enemies should no longer give you a cold shoulder while their alarm meter fills up. They would sometimes continue with their life and all of a sudden remember to call down reinforcements. We're happy to announce that they are now doing what they're paid to do! The Hull integrity (Health) bar and Shield pips have been swapped around. It makes more sense to have the red bar closer to your Sentinel. Some more tweaking to enemies! Trying to strike a balance that's neither too challenging nor too boring. Hopefully this does it. Keep in mind that enemies should scale in number while playing multiplayer. Plenty of minor tweaks and adjustments!We know there's still some issues we haven't addressed, and we thank you for your patience while we do our best to tackle them in an orderly fashion. You are an amazing and supportive community, and we want you to know that!Please continue to report any issues you may find, and provide us with your invaluable feedback whenever you can!. Another Big Update makes an appearance!: Hey there ECHOs!We are glad to announce that version v0.95b70 is out and about!This real beefy update carries a lot of goodies and fixes. Amongst a plethora of bug fixing and general tweaking we are also adding a ton of extra stuff. Below are the details of the new features. New Sentinel: Cyberin – Late in the Mechaphage Crisis, breakthroughs in synthetic-lattice structures produced the Cyberin, a chassis with exemplary reflexes and strength. While the lattice heatsinks reduce the Cybrin’s overall durability, advanced engineering techniques allow the chassis to concentrate waste energy into a temporary kinetic barrier, allowing the soldier to control a battlefield on the fly. The Cyberin deploys a shield dome which absorbs enemy projectile, but allows friendly ones to pass through, creating an amazing safe zone for covering fire. New Sector: Hydroponics – If humanity wishes to see the flora of its now-dead home planet again, its last warriors must secure this Sector of the ship. Hydroponics contains the means to nurture and harvest all manner of terrestrial plants, securing the nutritional and ecological needs of humanity’s next colony. New Enemy: Desolator – Desolator is an enemy that is capable of emitting powerful electric shockwaves across long distances. If you see a power surge beneath you – run! New Weapons: Wasp W-A5 – A reliable submachine gun that makes up for its relatively small bullets with a very high rate of fire and low recoil. Falcon FA-12 – A modified carbine rifle that fires high-precision bursts, three at a time. Ravager R4-V – A shoulder mounted “mortar rifle” that fires explosive rounds at high velocity. This gun causes high damage at and immediately around the target.Additional updates:•General Bug fixing and tweaking•Introductory mission (tutorial)•Steam Achievements.Without further ado, we leave you to it, and thank you once again for your support and interest.Cheers. Content Update #1: Hey ECHOs! The first major content update (v.093b65) for Trident’s Wake is now live!Thanks to your feedback, we've been able to improve the game and make it an overall better experience for everyone involved. We’ll continue working on new features and lots of polishing, so expect regular smaller updates over the next days. There’s also another major update planned, but the particulars of which cannot be stated just yet. This update brings a new sector (Crew Quarters) and a new Sentinel (Roka), descriptions of both can be found below.Crew Quarters - A once cozy section of the Trident featuring malls, parks and recreational amenities, it was designed as the main habitable for when humanity were to reach its destination. You must prevent the aliens from corrupting this peaceful retreat!Roka – A friendly and sturdy Sentinel that can take a beating, but better yet, prevent it from happening. The Roka’s signature skill, Bulwark, provides an unmovable wall of energy that can temporarily block off a hallway or other key point, giving everyone a respite and allowing them to focus on one front at a time.Additionally, we've added several new features to the game, some of which requested by you - the community! Some of these are: Steam Invite. There’s a dedicated UI menu from within the Lobby (default key: F1) that will open Steam Friends overlay. Voice Chat. On by default when in a mission. There’s a new option on the in-game menu that allows you to mute yourself or others. Cinematic Intro. When launching the game, a story movie will run right after the splash screen. Sentinel Garage Animations. Each Sentinel has their own personal moves when customizing them. Reworked movement animation for the Mechanakis. Improved Hosting Options. The host can now kick players in-game. This is experimental and we may need to update or remove altogether in the future. Visual feedback for when you gain or use a weapon magazines. Improved progression system to make it more fun and engaging. A special treat (work-in-progress) for when you liberate all three available sectors. And many other tweaks and improvements based on your feedback and suggestions. Thank you all very much for supporting us this far!Known issues:- End of mission report screen will sometimes not display mission performance date correctly. We've only seen this happen with a full squad.- Under certain circumstances, there are at least two weapons that can allow a player to shoot themselves: “Viper” the Hand Cannon and “Buster” the Plasma Rifle. We’re looking into ways to prevent this from happening.- Damaging yourself by any means (like causing a Zodiac to explode near you) triggers a friendly fire warning bark. Your feedback is always welcome as we continue to improve the game for everyone!Thank you very much for supporting us! Happy hunting!. The Present and Future of Trident's Wake: Greetings ECHOs! After a mild period of radio Silence, we are now able to express all of the things that happened to Trident’s Wake.Originally an indie project with an extremely limited budget in tow, now with a signed deal with Graffiti Games, based in Vancouver Canada. This deal meant that we could add more beef to the game, improving graphics, animations, enemy AI, add a procedural map generation, and a plethora of other updates. This took the game to a whole new level, and thanks to our Friends in Graffiti, a lot more exposure to the game is now being given.The Game is now running a Closed beta with the amazing people from Alienware Arena, and also the small but budding Trident’s Wake Fan Community. In the upcoming weeks we will see articles explaining more about the game, and more news of the upcoming future.If you’d like to help us out on this path, feel free to add us to your wish list. Thank you for your time and love.The Bacus Studios team.. Devlog Update #1: Greetings ECHOs!Moving forward, in addition to our regular announcements, we will be posting development updates through here as well, so we can keep you informed on game’s progress.As some of you may know, yours truly went to the GDC and Game Connection on March of this year, in the hopes that we could gain the support of a publisher to help us finish the game and reach out to a broader audience. We had overwhelmingly positive feedback during the event, and we received many requests for a follow-up with the demo, accompanying documentation and company information. We sent out the e-mail by mid-April, and we are currently waiting for some of them to respond. We have been declined by a few of the publishers that we knew were a long shot (due to their target audience and/or genres they usually publish), but we have not yet lost heart. Rest assured, however, that even if we are not able to make a deal with a publisher, we have contingency plans prepared, so the game will release.Our main programmer’s rig(s).Now, onto the promised development update, we’ll start with the engineering department. As many of you may know from the store page, our game supports solo play, local co-op (shared screen), and online multi-player. Our production cycle for most of our features follow that same order, so that we can iterate on those features in a safe and tested environment before adding the more complex layers of multi-player interaction. During the “rush” for the GDC/GCA, we had to forego the online multi-player component of the recently added features because of our time constraints (and because our demonstration during the event was based around local co-op). So now Gonzalo Ortego, our main programmer, has been adding online multi-player functionality to those features. In parallel, lead designer Franco Caltabiano (a.k.a. “Zombie”) has been coding additional game elements (more on that on the next update).Multi-player is looking good!Both Franco Glellel (a.k.a. “Pela”), and Federico Pedroza (a.k.a. “Feche”) from our 3D department have been working on the production of assets and levels for a new setting which offers you a change of pace in term of gameplay and aesthetic. Since the game takes place within a spaceship, the natural setting variety is severely limited. That said, we have made it a priority to produce as many different settings as we possibly could while maintaining realistic coherence, and so far we’ve created the following:Industrial Zone: Heavy machinery and conveyor belts populate most of this setting. Pipes, generators, storage rooms and stockpiles are some examples of distinct assets throughout the levels. The industrial zone usually carries low light and favors blue and black colors, which the enemies take advantage of by blending in.An example of the Industrial Zone’s environment. High-tech: This setting encompasses laboratories, clinics and hydroponics rooms. Whites and greens permeate this section, and most of the assets a player can expect to see are cutting-edge computers, incubators, and precise automated machinery. While this setting is usually brightly illuminated, it’s also populated with many assets, giving enemies plenty of opportunities to lay in ambush.Living Quarters: A stark contrast to the Industrial Zone, this setting offers warm and welcoming colors, favoring brown and orange. You can expect to find high-end living commodities here, including a shopping mall, bedrooms and dining halls. It’s relaxing appearance and open spaces may betray you, however, since it also allows for the larger enemies to guard these modules.Living quarters.Passing onto the UI and UX department, Nicolás Dimov has been rolling out a large array of changes recently. Many of the UI and GUI elements have been tweaked or reworked to improve the overall user experience while navigating through the game’s menus as well as during gameplay. We will continue to make improvements over time, in order to provide you with the best possible experience while you take back the Trident from the alien threat.Regarding the level design itself, the workflow is as follows: “Feche” creates the level layout for the current module, populates it with the “static” assets (term we’ve applied to assets that don’t trigger any game events) and implements the module’s lighting and environment effects. Then, Nicolás sets up the level with all the events and enemies that fit the narrative of that specific module, always keeping maintaining the goal of creating a fun and engaging gameplay experience. Lastly, “Zombie” plays through the levels and tweaks the numbers of enemies and potential resource gains, as well as possible placement and other feedback, making sure the module’s gameplay experience coherent with the rest of the systems. Last but not least, in the Illustration and concept department, Alejandro “barney616” Romero is cooking up something which will help us tell you the story behind the game (and a glimpse to our handcrafted universe, “Chronicles of the Solar Empires”). Being a small indie studio, completely self-funded, we’ve had to make many hard decisions regarding what feature we could realistically implement on time. Thankfully, Alejandro came up with the idea of creating a set of digital comics through which we will be able to tell you about the story and its setting. We expect to have the first comic in the upcoming days, so stay tuned to our discord channel for when we release it!A small snippet of the comic.I hope you understand that game development is a difficult process with multiple layers of complexity, and we feel that updating you with this devlog will help us to provide an open and friendly communication with you, so that you know where we’re at on the game’s progress. Thank you very much for reading!Ignacio “Nacho” Baldini Pescarmona (A.K.A. Bacus). New things in v0.91b61!: ECHOs, at long last, I'm glad to announce that we've updated the game to v0.91b61. The following are the most important changes:- Quick-chat commands are here! In order for them to work, restoring default Key Bindings will be necessary just this time. The texts are not final, and the GUI needs improvements. Next update will include these improvements.- Auto-reconstruction is now a thing! The motto "You Only Print Once" is no longer true for while playing solo. You get one free reconstruction, regardless of where you are within that mission. [HUD indicator will be added as soon as possible.]- Elevator event reworked. While waiting for the elevator, relentless waves of enemies will storm through trying to stop the players from leaving. If there are no players present within the elevator by the time the doors close, the event will fail and must be restarted in order to complete the mission.-Weapon swapping while reloading is now available!- Weapon Tinkering update: displayed values should now be working as intended, and already account for the passive bonuses of the weapon marks.- Fixed a bug that caused your chosen Sentinel's skill upgrades to not display correctly in a multiplayer lobby.- Fixed an issue where the lobby chat would sometimes still repeat itself if you joined another lobby after finishing a mission.- Added a visual cue in the lobby that shows which key opens the chat panel.- Returning to the main menu from a mission that was played with a controller will now allows you to properly navigate through the menus.- You Sentinel's paint job will now follow you in locally-hosted missions as well.- Tweaked Beamer weapon ("Firefly" F1-R). Increased damage distribution.Known Issues:- Lost footstep SFX when sprinting.- The Mission Report screen sometimes has issues when a mission is completed by 4 players.Enjoy!. End of Alienware Closed Beta: So, we have come to an end to the Alienware Arena Closed Beta. We had a plethora of players, and we gathered useful data, as well as lots of comments on things to improve and work upon. We are now going to tweak a bunch of things in game and we will come back to you soon. The general objective of the beta was successful: gather metrics, information about play-styles and gather player feedback. Moreover, we received a lot of praise for the game, (and criticism -of the good kind-) in order to make Trident’s Wake a better game for you, our players.. GDC and GCA Aftermath.: Greetings ECHOs!Our CEO finally came back from GDC and Game Connection. There he had plenty of meetings and things are looking good. Right now, we are doing a bunch of follow ups with various companies (we cannot disclose which those companies are, but if we sign with one we will surely be telling you about it).We believe we will be getting a new update in a couple of weeks at most (this of course may vary, since this is our first time signing a deal). If you would like to give us a helping hand tell your friends to add Trident’s Wake to their wishlist.If you would like to know more about Trident’s Wake, and to be in contact with the devs, join our Discord Channel. Discord Channel[discord.gg].Regards, and have a good day!

 
 
 

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