Well, I'm working on a new version, and adding a few things.
- I've improved the particle engine a bit to allow for permanent debris when things blow up
- I'm experimenting with a few different methods of control for the time device, one of which uses the mouse wheel.
- I'm also trying out an alternate control scheme that's always relative to the camera, instead of relative to the tank, which should be much easier for novices to grasp
- There's definately going to be a tutorial map
- There's a new object called a "Shot Deflector" which reflects all kinds of weapon-fire, useful for tricky logic puzzle rooms (this will most likely just be for the registered folks)
There are a few issues I won't budge on.. Save Game is one of them. The style of gameplay is supposed to be reminiscant of a coin-op game, not a Quake-style game (hence the high-score list). The world is actually quite small compared to most Quake-style games, and if users were allowed to save and load whenever they wanted, a novice could reach the end in a very short time indeed.
- I've improved the particle engine a bit to allow for permanent debris when things blow up
- I'm experimenting with a few different methods of control for the time device, one of which uses the mouse wheel.
- I'm also trying out an alternate control scheme that's always relative to the camera, instead of relative to the tank, which should be much easier for novices to grasp
- There's definately going to be a tutorial map
- There's a new object called a "Shot Deflector" which reflects all kinds of weapon-fire, useful for tricky logic puzzle rooms (this will most likely just be for the registered folks)
There are a few issues I won't budge on.. Save Game is one of them. The style of gameplay is supposed to be reminiscant of a coin-op game, not a Quake-style game (hence the high-score list). The world is actually quite small compared to most Quake-style games, and if users were allowed to save and load whenever they wanted, a novice could reach the end in a very short time indeed.