Jump to content
  • Advertisement
Sign in to follow this  
  • entries
  • comments
  • views


Sign in to follow this  
Sir Sapo


Hello everyone,

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:

-Guided Missile
-Cluster Bomb

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:

Dont Forget To Try Out The New Version Of Angels 20

Sign in to follow this  

1 Comment

Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!