A bit of information on the destruction physics, how they work, and how it'll behave, as well as some technical information.
This game combines features from many major, well-known games, as well as some of my own, less common traits, to create a dynamic and original experience. Launch through the most amazing environments you could imagine...and destroy everything on the way. Go straight from ground-based combat to seamless space combat, and back again. Fly a ship full of teammates into battle, parachute over the enemy base, and do countless other things.
+Added per-geometry texturing for buildings
+Added structural stability testing through percentage-check
+Fixed lots of performance bugs
-Fixed grenades sucking
-Rewrote shot-casting, it's more efficient now
-Rewrote tons of the player update loop. It's a lot less bogging now.
+I'll be re-creating the class creation screen for several reasons:
1. To support armor customization
2. To support attachments for weapons
3. To be more informative
4. To look spiffier
5. To add support for customizing grenades, abilities, etc.
6. Because I don't like it how it is right now
+I've done some research and started learning animation in Blender. The problem is, since the weapons are procedural I have to animate them through code. Blender will be used to animate things like running/walking/jumping, etc. but most of the weapon animations will be done through code.
+I recently met someone that's interested in helping with audio effects. If all goes well, there may be the beginnings of sound.
+I'll be starting on basic scripting and gamemodes soon. I've already got K/D tracking added.
+After all of that is done and I have some free time, I... (help me lord) will be starting on AI.
That's all for now!
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