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


Sign in to follow this  
Sir Sapo


Hey everyone,

It's been a while since I wrote a long detailed entry, so I figure I'll do one right now.

Mark and I have made some good progress the last couple of days. Mark has finished the general Cuban tileset and we are starting to add some mission specific tiles to the mix like fuel tanks and command & control bunkers.

We've added 2 new weapons to the mix, the Gunpod and the Cluster Bomb. Another addition to the weapon mechanics is that you can fire your gun and use secondary weapons simultaneously. We have gun firing linked to 0 on the numpad right now, and it's pretty cool to be able to fire guns and rockets at the same time.

One pleasant suprise we had was when we decided to try and make some tiles mirror themselves to add variety to the game. While the effect took about 5 lines of code to write, it adds a lot to the visuals and variety of the levels, especially the jungles which aren't just the same old trees over and over again as you can see in this pic:

Mark and I are also working on the mechanics of the Napalm and Tactical Nuke weapons, so they will be disabled in Fridays update, but all the others will still be present.

If all goes according to plan, the update this Friday will have multiple missions, and a mission select screen to choose them, but Mark will have to work kinda hard to meet the deadline if that's what we end up doing.

Here's what we're hoping to include in this update:

-Mission Select screen
-Mirrored Tilesets
-MIGS to dogfight
-Smarter SAMS
-2 new weapons
-Objective missions
-Flak Trucks/Flak Panzers
-New Smoke Emitters
-New HUD and interface
-Lower System Requirements
-Various other little things I have forgotten....

I have begun rewriting alot of rendering code to use display lists instead of standard glBegin/glEnd blocks which should give a little boost in performance on slower machines. I've also begun delving into meat of the game to convert it from Frame-based movement to Frame-independant movement, which will make me feel better about myself[grin].

I think I'm going to use OpenAL for the sound, so I'll have to learn that eventually, but I hear that it acts alot like OpenGL, so I hope it isn't too much of a hurdle.

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

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)
-Random HUD Stuff

Dont Forget To Try Out The Newest Version Of Angels 20

Sign in to follow this  


Recommended Comments

There are no comments to display.

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.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!