More stuff demoed, more stuff blown up…
I guess one positive aspect of not paying attention is that it makes for a more entertaining video (if you like watching me slowly lose to my own creatures). In any case, watch below for some new creatures and new weapons!
Many machines, new machines…
Remember the ‘Stone Soup’ fable? This is sort of like that. Everyone contribute something to make a nice weapon, er… soup.
Terrain; where it is and what it looks like. Sounds simple enough, but of course many things are more difficult than they sound. So I’ve spent a couple weeks working on editing tools for laying down terrain and painting it with textures. It all has to work within the confines of the game naturally, but […]
Aside from the double top secret things I researched this last week, I enhanced the terrain editor so I would have finer control. This in turn led to hours sitting around making shapes and structure on the terrain. And that in turn led me to refactor the way line-of-sight is calculated. And that eventually landed […]
For the last week I’ve spent what seems like uncountable hours working on save/load support. It’s that point in the project where it needed doing, so it is now done. Unfortunately, there isn’t really a lot to look at other than a compressed binary save file. As exciting as those bytes are, I’ve declined posting […]
Smaller mission, with tighter game mechanics and a larger video file (I almost make it to the end).
After a week of being chased by some tough, tough bugs (state machines, matrix math, don’t ask…) I decided to pluck a strawberry, so to speak, and see how it tasted. I put in a version of CW1/CW3 style collectors to test how they would work. Now, they are different in that they don’t insta-deploy. […]