Hi All
After my Geometry Wars game (Grid Assault), I wanted to re-visit my favourite classic from the 80's: Thrust. I already made Thrust Deluxe in 2001, but now it's time for the Extreme Edition
Using the same bmax engine I used for Grid Assault, I am quite pleased with the look of the new game. It's all vector graphics, which will be used to the max in this new game. The first levels will be like the original (or maybe I will let the player select 'classic' or 'extreme') and the later levels will be full of new gameplay features, as well as revamped Thrust Deluxe additions.
I'm planning new features like:
* rotating levels
* rotating parts of levels
* moveable (dragge-able) parts of levels
* tanks
* lasers
* proximity mines
* drafty tunnels
* destroyable walls
* (rotating) asteroid fields
Most of these will make it into the game, but the list is not yet final... these features are relatively easy to add to the game though, so expect to see them all. Also planned (and already fully functional) is a object and level editor, which you can use to create custom levels and objects (heh). The editor is very intuitive already, letting you drop, select, scale, and edit worlds. These worlds can be added to the playlist (a simple text file) which you can edit to create your custom order of worlds. I'm planning more stuff but that is all i can tell for now. I'm not sure if the tools will ship with the game yet though.
There is no demo yet, but once I have the game running (gotta clean up some annoying little things) at my quality standards I will post a '6 classic levels' demo, to get some real-world feedback.
I'll also be looking for someone who can test the tools for me, and to create some levels which may make it into the game if they are cool enough =) The idea is that the world is also a vector object, which you create and edit in the object editor. After that, you import it into the world and add childobjects to it.
We'll see it when we get there though. For now, my focus is on the game and the classic
levels.
Click on these to see larger images:



After my Geometry Wars game (Grid Assault), I wanted to re-visit my favourite classic from the 80's: Thrust. I already made Thrust Deluxe in 2001, but now it's time for the Extreme Edition
Using the same bmax engine I used for Grid Assault, I am quite pleased with the look of the new game. It's all vector graphics, which will be used to the max in this new game. The first levels will be like the original (or maybe I will let the player select 'classic' or 'extreme') and the later levels will be full of new gameplay features, as well as revamped Thrust Deluxe additions.
I'm planning new features like:
* rotating levels
* rotating parts of levels
* moveable (dragge-able) parts of levels
* tanks
* lasers
* proximity mines
* drafty tunnels
* destroyable walls
* (rotating) asteroid fields
Most of these will make it into the game, but the list is not yet final... these features are relatively easy to add to the game though, so expect to see them all. Also planned (and already fully functional) is a object and level editor, which you can use to create custom levels and objects (heh). The editor is very intuitive already, letting you drop, select, scale, and edit worlds. These worlds can be added to the playlist (a simple text file) which you can edit to create your custom order of worlds. I'm planning more stuff but that is all i can tell for now. I'm not sure if the tools will ship with the game yet though.
There is no demo yet, but once I have the game running (gotta clean up some annoying little things) at my quality standards I will post a '6 classic levels' demo, to get some real-world feedback.
I'll also be looking for someone who can test the tools for me, and to create some levels which may make it into the game if they are cool enough =) The idea is that the world is also a vector object, which you create and edit in the object editor. After that, you import it into the world and add childobjects to it.
We'll see it when we get there though. For now, my focus is on the game and the classic
levels.
Click on these to see larger images:


