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.
Upcoming plans:
+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!
A bit of information on the destruction physics, how they work, and how it'll behave, as well as some technical information.
I've spent the day so far fixing bugs with multiplayer and other general aspects
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like halo
Yes, similar to Halo, except Halo takes place 300 years further into the future. It also bares some similarity to Call of Duty and Battlefield.