CP - Alien Breed Remake - 7

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The bit I thought that was getting complicated is the variable thing. I like the idea, don't get me wrong, but I'm unsure of how much use it will get and how much time it will take to implement.

I think we're experiencing major feature creep here and not really moving forward. I think we need to get what we've got rock solid so we can start building levels. Then if necessary build in extra bits and pieces but for now I think we've got more than enough features.

I've still got a load of work to do on the alien AI and class stuff to get that 100%.

We need to make a decision on whether to make the guns soft coded. It'll be very difficult to soft code the weapons as they all do different stuff. If we opt for the hard coding method there is a load of weapon code that can just be removed as the weapons are sort of half hearted soft/hard coding and therefore over complicated for hard coded.

Also on the weapons front I think we need to reduce the amount of keys each player has, I think we should just have weapon up and weapon down instead of choosing by number. This is pretty tricky now from what I was saying about the soft/hard coding of the weapons and everything is named by a string rather than number. We need to make weapons decisions, discuss.

There's a bug on the HUD in 2 player mode. Speaking of the HUD, we need to sort this, the bullet thing just isn't working for me and certainly doesn't work with 2 players.

The Half Height collisions I've fudged in using existing map information as I said, the problem is that you can throw grenades through doors as they are the same as barrels or whatever as far as map information goes. If all the doors were -1 hit points then this problem would be solved. Hence my comments earlier.

The other problem I have with the shooting doors is that there's no real feedback when shooting the doors that you're actually making a difference. Also the doors are not a single object and should be, they should share hit points, I think this will be damn hard to implement though so I think we should just make them indestructable and solve any problems.

Mark, I'm still not really following where you're going with the map editor, likewise with alien placement and respawns I really don't like these as objects in the animstrip. You've got to explain this whole object thing to me better!

Basically you know what I think we need; to be able to assign a unique script to a map square without having to have loads of items in the gfx strip. The way I see it there should be only one graphic in the anim strip that is not used in the game, it'll be "Special", and Special will have switches, re-spawners, player start points, alien spawn points etc etc. So if you place an object you can assign a script to it, specials won't be seen it the game and can have any script behind it.

Right... I think that's about it!

Do you like the flying barrels!?