Wednesday, May 13, 2009

Still implementing changes.

Still coding through the changes I mentioned last week.

I still need to think of several things, and then crank out maps while I deal with models and crap.

Things to think about!
- Stealth Abilities
- Medium Tank special ability
- Turtle, and feasibility of various bits of code.

Tuesday, May 5, 2009

Getting back to it

Alright, in the hiatus I managed to find someone to do texturing, so while he is getting prepped for that, finishing studying etc. I've started to polish up my code.

There are a bunch of rather messy things in the code that I have left, on the basis that I will come back and redo them later. And so I have.

One of the things that I have changed is the Turtle defence and vehicle repair.

Turtle no longer have specific AT or AA defence structures.

Now, instead, they have a dedicated bunker structure, which fills no purpose other than to be a bunker. As a result, it is a lot tougher than other non-HQorSuperweapon buildings.

So what about that anti-air anti-spam weapon? That's being moved over to the HAT AA vehicle.

And if you want it to be a base defence. Dump it in a building! Same with the HAT, although the high power autocannon is being removed entirely. Yes, this does mean vehicles can now be placed in buildings. You may have one HAT variant inside a building, or five infantry. It repairs all of those, which means that the factory no longer has a dedicated repair bay, and instead simply functions as a bunker in combat.

This means that you won't have to have a frontline factory, instead just having bunkers for forward bases.
This also makes the HAT self-repair module a slightly less attractive choice, rather than what it has been during playtesting, a no-brainer choice, which is something I want to avoid.

Stealth has been getting a make-over in terms of their support abilities powers, the details of which can be found in the overview post, down at the bottom. But for most part, the abilities are being split up over the MCVs, and diversified to six different abilities. I still need a sixth one, and maybe a fifth.

Rush has probably received the least change, as all they have is coding cleaning and bug fixes. There is one issue of the third Medium Tank upgrade, which I suspect will turn into a rather micro heavy one. I'm thinking possibly a next shot double damage ability, or something like that. Interestingly, the Medium Tank is the most upgradable of anything that Rush has, so it's supposed to be the main part of any force. None of its upgrades make it able to beat a HAT one on one, but they do generally tip the scales in its favour in different situations.

Anyway, that's all for now, hopefully we can get to work on the artwork, and post some next week.