Actually Joe, thats quite an old screenie - without the reflections. (and it doesnt use cubemapping :) )
The artwork is where I lost it - Just couldnt make a HUD, or menu/title that fits in nicely with the rest of the game, so the project got kinda shelved.
Caff, yeap - There's quite a few ways to make it crash.. didnt get as far enough into it to make sure it all runs as it should.
The AI thats playing is at its most basic level - the code is in there for different levels of skill, just never got around to putting in the menu.
When I first thought about writing the game, the whole purpose was for a sort of arcadey 'battlechess' puzzle game (realtime, powerups etc..) - but I had to get the classic game working properly before I went ahead with those ideas.
Maybe one day I'll get back into it !.
The artwork is where I lost it - Just couldnt make a HUD, or menu/title that fits in nicely with the rest of the game, so the project got kinda shelved.
Caff, yeap - There's quite a few ways to make it crash.. didnt get as far enough into it to make sure it all runs as it should.
The AI thats playing is at its most basic level - the code is in there for different levels of skill, just never got around to putting in the menu.
When I first thought about writing the game, the whole purpose was for a sort of arcadey 'battlechess' puzzle game (realtime, powerups etc..) - but I had to get the classic game working properly before I went ahead with those ideas.
Maybe one day I'll get back into it !.