I apologize for the silence.. We have been busy optimizing performance of the engine, fixing bugs, adding new ones (joking
) and being busy with the real life. I have designed a new HUD that we are going to reveal in the nearest future. While I was idling on IRC, someone posted a link on a website with advanced game engines of retro games such as Doom, Quake, Duke3D, Hexen, etc. I’d like sharing it with you in case you like to play retro game and would not mind adding a bit of fresh flavor to it.
Here it is: http://fps.maros.pri.ee/
Enjoy!
Long time no talk
Finalized Energy Pylon
Hopefully this is the final version of the Energy Pylon:
Good news from the coding department
+ fixed various issues with the path plotter
+ server objects are marked, then deleted upon commit instead of deleting in realtime
+ fixed a bug that was preventing AI from roaming in combat
+ increased the range at which harassing AI retreat to before returning to attack
+ lightning tanks should no longer turn away from their target before they are done firing their weapon
+ fixed a bug that was preventing portal effects from drawing
+ fixed a bug that was preventing AI spawned from roaming constantly when spawned from portals
+ fixed a bug that was causing portals to spawn AI over the top of eachother
+ deleting portals and carriers now also removes any AI spawned by it
+ flyers now roam around the carrier’s current origin instead of it’s base origin
We are on Moddb !!!
We made it to the moddb.com !!!
Please, come and vote for Steel Storm if you think it deserves the award:
http://www.moddb.com/games/steel-storm
Thanks a bunch!
HAPPY NEW YEAR !!!
that’s it. we are almost in 2010 !
Mission objective is …
… to destroy or to defend this Energy Pylon. I am planning on adding a bit more details to it, but other than that it’s ready do be annihilated
Oops, the video was obsolete and I deleted it. Please, watch the new one 3 or 4 posts above.
in search 4 inspir8ion
Sometimes it’s hard to work on your days off :/
Today is my second day off and I can hardly find enough physical and mental resources to get things going for Steel Storm. I am continuing work on yet another cool mission model for the game and it seems like it is going to take some time to finish. Some days a model can be finished in a matter of hours, however thats not the case with this one. It is not that I haven’t figured out what is it for or how it is functioning, but rather the whole appearance of that thing is still quite vague.
Nevertheless the motivation and spirit are still strong and I am looking forward next week to finish the model and post some tasty screenshots of it here
New model + more …
Let me present a new model: Obelisk. There are two videos in this post. One video is a low quality due to being recorded in real time. It allows you to have a glance at the in-game editor. Another video is higher quality and it provides more detailed view on the Obelisk.
Coding news
I am going to keep you posted about not only overall progress, but about specific code and art assets updates.
Today is the day for the coding news (straight from SVN logs):
+ Created a new move function with better inertia handling, and combat navigation.
+ Set the mission editor to default to the new editor. (old editor is now unavailable)
+ Simplified the mission editor. UI no longer relies on pull-down menus:
* Right click an object to move it, then left click to place / right click to return to original position or cancel the move.
* [ and ] now rotate an object at any time, while selected, placing, or moving.
* Clicking in the world off the selected object deselects it.
* A menu appears per object when it is selected.
+ Object attachments no longer appear opaque when in the mission editor.
+ Renamed all the files and directories in the source to a more appropriate format.
+ Changed the menu to use string buffers for lists instead of tokenized zoned strings.
+ The menu system is more plug-in able now.
New header image
Just a moment ago I updated the header image. I’d like to think it came out well. Prior to my current job I used to work in the graphic design field. I liked it just enough to do a good job
Since 2006 I have not done whole a lot of graphic design work, so I might be getting rusty at it
Kot-in-Action Calendar
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