Dev update:4th February 2011

Update and tech notes from the developer

Dev update:4th February 2011

Postby ADMIN » Thu Feb 03, 2011 11:44 pm

Time for an update

A lot of background planning went on over Chrissy - particularly in terms of how things fit together and how the story should be tied up at the end. As a game designer, I would very much like the player to still be thinking about the ending for at least half an hour after the game's finished. Very few games manage to pull that off!

Distant scenery.
More dev here - in particular Gorgon's pylons can now be seen in the distance crisscrossing the sector with connecting beams. These are red team's equivalent to blue team's powerlines (see previous dev updates). Take out these pylons to reduce enemy presence in the surrounding areas. (Gorgonopolis can be seen in the far distance in the shot below)
Image

Have also developed a 'giga pylon' which over the course of a game, red team will build close to Gorgonopolis. This is in
order to directly connect with Gorgon's sector. If they succeed in its construction, it's game over. The 'giga pylon'can be
seen fully constructed in the shot below within the central hud area.
Image

Tank interface re-instated. Very happy about this. Managed to hack the SpriteCandy gui lib back to life so that it works with BMax and Xors. It's not pixel perfect but good enough.

Have updated the HUD font to use a nice typeface I licensed called Plan. Suitably futuristic but with good legibility.

A few other small interface tweaks as well - there's now a bolt-on armour indicator above the shield rings (bottom centre) and I added a top border to the viewport (it's dim but it's there - just reminds the player they're in a tank cockpit).
Image

Note the terminal in the archway in the shot above. The player will be able to access the upgrade screen at anytime unlike in TU1 where a powerup terminal had to be found and activated. However once an area is secured, a number of these 'bonus' terminals may appear around a level. These will offer special abilities or other options depending on their location. This one may offer the ability to sabotage supply trains on the strategic map or perhaps give a mini-text adventure (I was quite taken with this feature in Neocore's King Arthur - The Role Playing Game' even if a lot of the rest of that game had me shouting incoherently with rage).

(Note that in TU2 the player will have a limited number of respawns per level. This may be boosted with found bonuses etc)

Finally, bit of a spoiler here, but here's Gorgon's sector as viewed from the northern edge of the Sector.
Image
'I only have one rule. Everyone codes, no-one quits. You don't finish your game, I'll shoot you myself.' http://www.tankuniversal.com
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Re: Dev update:4th February 2011

Postby Scribble[SFD] » Fri Feb 04, 2011 7:04 am

I sooooooooooooooooooooooo can't wait to play this game! >_<

Who is Chrissy...?
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Re: Dev update:4th February 2011

Postby ADMIN » Fri Feb 04, 2011 9:03 am

'Chrissy' = Christmas.
'I only have one rule. Everyone codes, no-one quits. You don't finish your game, I'll shoot you myself.' http://www.tankuniversal.com
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Re: Dev update:4th February 2011

Postby Phantaminium » Tue Feb 08, 2011 10:14 pm

I've been eagerly waiting for an update for a while now.

In the first Pic., Is the map really that big or is it a skybox?

2'nd Pic., I noticed the 8 next to a backward F looking thing, or 8╕ (ALT+184, make sure Num lock isn't on before you use the Num pad). what exactly does the backward F or ╕ mean in the game?



Last thing,
I don't know what will happen if you make us wait for TU2 any longer.
*head does a 360x3 while saying the above*twitch*twitch with...."something"....in hand*

BEWARE: My TU side has broken free! and it's looking for the sequel to play!


^^^my way of saying: I can't wait to Pre-order.

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Re: Dev update:4th February 2011

Postby ADMIN » Wed Feb 09, 2011 9:21 am

In the first Pic., Is the map really that big or is it a skybox?

Levels are now 2x the size of TU1 levels (8096x8096m), but look larger due to the distant landscape merging (relatively) seamlessly with the foreground.

I noticed the 8 next to a backward F looking thing, or 8╕

That's the new typeface's idea of a '7'. Bit wierd but hopefully player's will figure it out pretty quickly!

I don't know what will happen if you make us wait for TU2 any longer.

Heh - what can I say? I'd love to devote more time to game dev, but I'm not a full time game dev. Perhaps TU2 (when it finally arrives) will be the ticket to that kind of commitment!

Thanks
Madjack
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