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Progress.....

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Sir Sapo

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Hello everybody!!!

I finally got to scratch off some more items on my worklist:

Angels 20 Feature WorkList
-An Actual Front-End Menu
-A Map of the Level on the HUD
-Good MIG AI
-Destructable Tiles
-A checklist of enemies on the level
-Repair Trucks that actually have to stop to repair stuff
-Ground Vehicles that can shoot at you
-More weapons (ie. Napalm, Cluster Bombs, etc)
-Fully Automatic Gun
-Forward Supply Bases
-More mission parameters (ie. timelimits , targets , etc)

As you can see, I have scratched through the:

Ground Vehicles that can shoot at you

and the

More weapons (ie. Napalm, Cluster Bombs, etc)

items on the list.

Item #1: More Weapons
NOTE:This task spawned the coolest looking thing in A20 that I have ever seen before, but more on that later. So today I finally decided to sit down and try and code some new weapons into the game. Mark and I still haven't settled on a final weapons list, but we knew we wanted to include a cluster bomb (for those pesky repair trucks) so thats what I got started on. I was suprised at how easy it really was to add a new weapon, considering that my code for it was written for a maximum of 4 weapons. Anyways, I'm rambling on, so I'll cut to the chase. When dropped, the cluster bomb acts like a regular bomb, however, theres an invisible clock ticking inside of the code. When the timer reaches zero, the bomb explodes, spawning 20 little bomblets that fire off in random directions. This results in quite the explosion as you can imagine, which brings me to what I earlier described at the coolest thing ever in A20:

The first time I tried to get the bomb to explode and the bomblets to fall out, I accidently told the game to spawn 100 bomblets, and have them all fire out in random directions. Holy crap was it awesome. First the bomb falls regularly for a while, then it explodes and the framerate drops to about 10, then all at once, 100 little bomblets fire out in a big circle around the bomb. These bomblets look like the sun exploding, and they soon fall to the earth, destroying half the level in the process.... All in all, The Coolest Accidental Code Error Ever. Anyways, enough of that, here's some screens of the regular cluster bomb in action:

The bomb before it bursts:



The bomb after it bursts (it looks better in motion):




Item #2: Shooting Ground Vehicles

I explained how I was going to do this in this entry. It was really simple, and I already explained it in another entry, so I'm just going to show you guys a screenshot of the vehicles in action. Please excuse my horrible artwork (Mark hasn't redone it yet). BTW, the building labeled tanks is a tank factory that spawns the little bastards:



Well, That's all I did today, let me know if you guys have any weapons requests, if they are good, I'll try coding them out and seeing how they work out.

Alright, its late here so I'll talk to you guys later.



Dont Forget To Try Out The New Version Of Angels 20

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I checked out the new version of Angels 20. First of all, I want to point out that the game looks awesome. The graphics are really nicely done. I think the game is a great concept (although I seem to be pretty bad at it). Also, I'm glad you fixed the really long load time that happened after the player died.

The only problem I had with the demo is that the scrolling on it is a little shaky. I was running the game in windowed mode, if that is of any help.

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Thanks for your kind words about the art, I for the record, like it, too.

I would recomend sticking with Full Screen to play the game. Thomas has this wierd tendency to put those little prompt- thingies before the games start as long as I've been working with him. We actually plan (or he planned, he's the programmer)to eliminate that sometime in the impenetrable mist of the future.
-Mark the Artist

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Quote:
First of all, I want to point out that the game looks awesome. The graphics are really nicely done. I think the game is a great concept (although I seem to be pretty bad at it).


Why thank you good sir[grin].

Quote:
Also, I'm glad you fixed the really long load time that happened after the player died.


You and me both.

Quote:
The only problem I had with the demo is that the scrolling on it is a little shaky. I was running the game in windowed mode, if that is of any help.


Yeah, I never got the windowed mode to look right, so it's really meant to be played full-screen. The dialog box is just a left-over from an earlier version, and I just took it out, so now the game will just start as soon as you run it.

Thanks for taking the time play!

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