I finished another item on the list:
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)
That's right folks, no more tapping the spacebar like mad to fire your guns, now they're fully automatic. It's pretty cool to see while moving, but it doesn't look too special in a screenshot, so I'm not going to bother uploading one. The bullets have a random spread of + or - 4 degrees, so they aren't laser-accurate. I also made the bullets smaller and black, so they look more like bullets and less like lasers. I also added a range limit on the bullets, so when they reach a certain distance from their start position, they explode.
I think Mark and I have settled upon a final weapon set:
-Guns
-Rockets
-Bombs
-Guided Missile
-Cluster Bomb
-Gunpod
All of these have been explained except for the gunpod, which will pretty much be a slow firing gun that does more damage. The addition of the new weapons means that the weapon select and weapon indicator must be redesigned to accomadate the new weapon slots. I have a general idea of how I want them to act, but I'm going to have to code it out and see if it works or not.
Mark has begun work on the mission select/briefing screens, and they are looking really nice, I'll have to post one tomorrow night.
Well, I'm not really thinking straight right now (I had to wake up early), so I apologize if this post was hard to follow. Talk to you guys later.
EDIT: I forgot, Mark drew up a good tank (or as he calls it: the Flak Panzer) to replace my crappy one. Here's a screeN:
I'm afraid!