Well, I've been tinkering around with some ideas for the game. (FYI, I've been TRYING to test the possibilities of using BVM in BAIT, but in order to TRY, I basically have to have the game working already, so I've been hammering away at the basic elements of the game/code in order to get a bare minimum elements game running.)
Anyways, I've come up with a few ideas for the game, namely, that each arena will have not only a different playfield, but a different objective (I didn't think anyone would object...). I've come up with a few objective ideas (Check the Arena specs. and Game Overview). They may/may not be good ones. Let me know what you think of them.
In the same spirit, I've also been working on setting up the game so that the player could have a seperate AI script for each arena.
And I've been trying to set up the game to be more modular by using .dat files in the Arenas/Weapons/Bots directories. These will allow the engine to know which files need to be loaded. The plus side to this is if we feel like adding, say, another weapon, we just simply create the associated media, and then add the required information into the weapons.dat file. No recompiling required.
Anyways, I've come up with a few ideas for the game, namely, that each arena will have not only a different playfield, but a different objective (I didn't think anyone would object...). I've come up with a few objective ideas (Check the Arena specs. and Game Overview). They may/may not be good ones. Let me know what you think of them.
In the same spirit, I've also been working on setting up the game so that the player could have a seperate AI script for each arena.
And I've been trying to set up the game to be more modular by using .dat files in the Arenas/Weapons/Bots directories. These will allow the engine to know which files need to be loaded. The plus side to this is if we feel like adding, say, another weapon, we just simply create the associated media, and then add the required information into the weapons.dat file. No recompiling required.