I haven't been able to work on A22 for the past 2 days because of a crazy work schedule, but I did put together a video to bring you guys up to speed with how the game looks while running, I even included a clip of the Nuclear Cannon firing, which is really cool looking.
EDIT: Unfortunately, I can't upload to my server, and the file is too big to be uploaded to my webspace, so you guys will have to wait until I get my server issues worked out to watch this one, sorry
A Nice Reminder of Progress....
So today I was looking through my screenshot folder, and I ran across this gem:
Now that screen was taken about 2 days into the development of the engine that eventually became what you see today, which I find to be amazing. It's incredible how little the code has changed since those first screens. Sure stuff has been added, but I haven't even touched the terrain code I wrote that first day. How well the game looks right now is really a testament to Mark's pixel skillz, because if you look at the stuff we have now, on the inside it's the exact same as the stuff in that primitive looking screen. Anyways, I just thought that was interesting, and something worth sharing.
HUD indicators
A while ago, Mark and I decided that the player needed a way to see the general locations of all the enemies on the map (at least the visible ones). Mark came up with a simple system where a red arrow appears around your plane for every enemy on the map, and the arrow points towards the enemy so you know where you need to go to destroy it. Anyways, it's a pretty good system, although it can get pretty crowded on a large enemy filled level, so I included code to turn it on and off, so it can be a preference thing. You can see the indicators in the screeny below:
Well, since I haven't been able to really get anything else done, thats all for now. Tune in soon and I should have some more vehicles... with guns. Peace Out!