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
-MIGS to dogfight
-2 new weapons
-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
-More mission parameters (ie. timelimits , targets , etc)
-Random HUD Stuff