World War Whatever: Air-Force Development thread.

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World War Whatever: Air-Force Development thread.

Postby DilloDude » Sun Aug 05, 2007 10:45 am

I am re-making World War Whatever, as I mentioned in the original thread (go there to download the old version). This thread is where I will post my latest progress and information, and the occasional beta to test.

Sunday, 5 Aug 07
8:46 PM (GMT+10)
It is currently going well. I have just completed the basic structure for a level builder, so I can have nice looking levels. Pretty much all that remains to be done there is to add more objects, which I will do as I make them in the game.
The actual game has already the basic controls plus AA guns and health and ammo items. Next I will probably add support for the levels made in the editor, and include basic mission initiation.
Will keep you posted on progress.
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Postby Troodon » Sun Aug 05, 2007 11:34 am

Good luck for the WWW renesans! :D
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Postby d-soldier » Sun Aug 05, 2007 5:51 pm

One thing that could be improved (I think at least) is the way the view moves with the player, it seems it would be more pleasing on the senses if it would follow smoothly, rather then moving screen-lengths at a time... I remember liking everything about the game except that, so looking forward to a new version!
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Postby metal_pt » Sun Aug 05, 2007 8:06 pm

I must agree with D-Soldier.

Everything else: PERFECT.
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Postby DilloDude » Sun Aug 05, 2007 11:17 pm

d-soldier wrote:One thing that could be improved (I think at least) is the way the view moves with the player, it seems it would be more pleasing on the senses if it would follow smoothly, rather then moving screen-lengths at a time... I remember liking everything about the game except that, so looking forward to a new version!
I am using a better system in the new version. You are always in the centre of the screen (until you move too close to the edge of the map). I also have it that when you get to the edge, you automatically turn around, rather than having a wierd bounce effect. Just be careful when there are enemies around, because you can't control yourself in that circumstace.
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Postby metal_pt » Mon Aug 06, 2007 9:22 am

I like the sound of that:)
Keep up the good work.
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Postby DilloDude » Sat Aug 11, 2007 12:36 am

Saturday, 11 Aug 07
10:36 AM
After having experienced some delays, I now have done some more work. I now have the start for a basic loading system in-game. It's working well already. Now I can load my test level with AA Guns dotted about on the islands. Here is a screenshot: http://www.imageviper.com/dip/93848/scrn1.PNG
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Postby Troodon » Sat Aug 11, 2007 6:39 am

Make the FPS metter update itself only once in second. It's much handier and stylish.
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Postby DilloDude » Sat Aug 11, 2007 11:30 am

Saturday, 11 Aug 07
9:24 PM
I now have take-off and landing animations working, as well as a simple mission system. As Tekdino suggested, the fps is averaged every second (using a more efficient method than the one I posted before, using fewer variables). Lives now work also. I have changed it from the original so that when you complete the mission objective (in this case, destroy the balloon) your lives go down to 0. While slightly annoying, it corrects the stupidity of having to take off again so you can land. (It's really annoying when you finally destroy the balloon, and then you hit the explosion it makes and die. It's great when you die and then your shots hit the balloon, you still get to count one extra life. It's great when the AA Guns that are supposed to be defending the balloon don't consider that it is between them and you, so they blow up the balloon for you.) I think that's it. I'm about to go off to bed now, so I'll do some more work tomorrow.
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Postby Troodon » Sat Aug 11, 2007 1:09 pm

Sounds cool! :)
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Postby DilloDude » Tue Sep 04, 2007 6:08 am

Just thought I'd let you know what's been happening recently. At the moment the project is on hold, as my computer is unavailable at the moment, so I don't know when I'll be able to continue work. Hopefully farily soon. I'll post here when that happens. Also at the moment I've have another cool project in mind, which might end up takings some time if I work on it. Currently being referred to as Project 'Paddle', it will be a pseudo-3D adventure ping-pong game, though I might eventually adapt the system to make a multi-player table-tennis game once multi-player support comes out. At the moment, it's just a concept, but I'll make a new post sometime if It gets anywhere.
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Re: World War Whatever: Air-Force Development thread.

Postby Troodon » Tue Sep 04, 2007 5:23 pm

Cool :)
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Re: World War Whatever: Air-Force Development thread.

Postby DilloDude » Wed Oct 10, 2007 6:19 am

Wednesday, 10 Oct 07
4:22PM
Good news everyone! I've finally gotten around to doing some more work. I now have the wildcats up and running (although I may need to tweak them later on).
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Re: World War Whatever: Air-Force Development thread.

Postby DilloDude » Thu Oct 11, 2007 7:47 am

Thursday, 11 Oct 07
5:50PM
Today I have added a cheat control system (including a few cheats to start with) and trebuchets.
My plans for next involve adding more enemies - "Oh, man, that means I have to remake more animations. Oh well..." (sits back and plays the game over and over instead of adding enemies).
I'll keep you posted on further progress.
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Re: World War Whatever: Air-Force Development thread.

Postby Troodon » Thu Oct 11, 2007 4:05 pm

Wow, when will next beta be out? :D
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