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The Light At The End of The Tunnel....

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Sir Sapo


Hello Everybody!

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)

I don't really have much to show for today, except for a screenshot of the supply base "in action", which you can find at the bottom of the post. The supply bases are pretty much just buildings that act like a carrier, except land based. This allows us to let the player rearm his/her plane without having to go all the way back to the carrier.

In other news, I've decided on what mission parameters I want to include in the level format.

-Timelimit: Pretty Self Explanatory

-Target Tiles: You can set what type of tiles must be destroyed in order to beat the mission. This allows us to do: "Destroy all of the Bridges" type missions.

-Camoflauge Setting: Allows designer to camoflauge certain units behind other tiles (ie. a SAM Site masked by Trees).

-MIG Types:Allows designer to set what types of MIGs will spawn from Control Towers.

Anyways, thats all that I could think of, and I think that it will allow us to create unique missions that are different than the simple "Kill Everything" type (but we promise, no escort missions[wink]).

Well, I'd call the core engine of Angels 20 about ~95% complete now, and I'm incredibly happy about how far it's come along. When the engine is done, I'll be able to let Mark catch up on artwork while I make the level editor pretty and easy to use. After that, all we have left is to crank out some levels, integrate the sound, and convert all the images to PNG so that it doesn't take up so much HardDrive space.

We've created a self imposed deadline of Saturday to write down all of the features we want to see in the game. If we didn't do this, it'd never be done, theres just so much crap we want to do with it. School starts for us in a week, and we have a comp class together, so we should be able to work on it in there, and get an assload done because we both can get instant feedback.

Speaking of computer classes, I've got Comp Sci AP this year, and I'm really looking forward to it. Every year, all the students in the class have to make a final project, which we then take up to Los Alamos National Laboratories to get them judged by scientists. I'm trying to think of ways I can scam Angels 20 into the contest, I'm thinking of using some fancy language to make the 'game' sound scientific, such as: Finite State Machines in Interactive Media or something like that.

Well, I've got to go, so I'll leave you guys with Mark's Artist Update, and a kickass unit map.

[artist crap]
Yes, at long last, Its Artist Update 7. I haven't written an update in a while because I
haven't done very much that's worth talking about, and anything that has been worth mentioning, I put in comments to this journal with my own Gamedev account (Prinz Eugn). Now, I find that I want to write too much to comfortably fit in a comment without springing the cash to get my own journal.
What to say, what to say... Well my major projects lately have been drawing damaged
tiles for in-game, drawing the menu (see the previous journal entry), and drawing/conceiving new weapons. The menu is the most important thing, and as you can hopefully see, the most impressive. I originally the menu consisted of three of the computer screen things like the one now, each one with a different function: one for single player, one for multiplayer, and one for, um... well, we would've thought of that later. The whole idea was for it to look like a glass cockpit, complete with buttons and switches and stuff to fill the spaces between screens. We may in fact do that for the ultimate version, but that's a long way into the future.
Take a look at the menu. Isn't it awesome? I like the maps, particularly the Caribbean one, and the Text is riddled with crap, as it would be in real life, but I like the language. Drawing the Caribbean map also greatly improved my knowledge of the area, geographically, which is both mostly useless and irrelevant.
I won't be doing too much game-work until right before school starts (the 17th), because I have another project, which is a physical drawing for the local county fair. It's a huge space battleship (in a space battle, duh), with stuff exploding in the background. I draw spacecraft for fun for years, and they are constantly improving in coolness, when I'm done I'll scan it in and have Thomas put it up here, so you can bask in its unfathomable coolness. As for the county fair part, I don't think I'll win the competition, because this county in general prefers pastoral ranching themes above just about anything(including, but not limited to posters of American flags with an overlay of Osama bin laden getting his head ripped of by a Bald Eagle, they love that kind of thing here). In summary, there's lots of redne... FFA members in this area, and they don't quite understand my style.
Good job for reading so far, I hope you aren't offended too much, and I'll continue doing stuff, ya'know, for the game,
[/artist crap]

Talk to you guys later!

Dont Forget To Try Out The Newest Version Of Angels 20

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Thats awsome. I love jet games. Wanted to be in the airforce my self. I'll have to try it out and give some feed back after work today. Keep up the great work.

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