Latest changes:
+ Tanky-Training!
+ Support for custom scenarios.
+ First custom scenario: Raid On Metropolis.
+ Again, yet another menu background.
+ Bug fixes to CTF modes.
Visit http://www.tanky-tank.com, to download. Or alternatively start
Tanky-Tank and wait for the "new version" message to appear.
I like the scenario, but I don't know if it is possible to win. I
like the new background, but I agree with Dave that it needs music.
But all together the graphics look great and it is far removed from
the rectangular tanks on a green grassy square that you started with.
Menu soundtrack -- How about some light "environmental noise"? A
soundtrack composed of tank sounds, like engines, treads, turrets
turning, etc...(Anyone wanna work on that?)
I'll fix the text in the tutorial. I guess I should fix the buffer
space around the text as well -- Alex complained about that too.
Fixing the fonts is long overdue.
The scenario is definitely winnable, but it's pretty hard. Play
conservatively, and go after the powerups before taking on the AI
bots.
Here the really big items on my to-do list, in approximate priority order:
1) Finish damage textures.
2) Terrain shadows. This would help immensely, but it'll also take a
lot of work. On my end, I have to rewrite the terrain engine. And
somebody else has to redo the tilesets, splitting "ground" tiles from
"wall" tiles so that walls are rendered in a layer above the ground.
Drawing shadows might also be necessary, but I've yet to figure out
how I want to do them.
3) Additional game modes.
4) Fonts
5) AI
I want to change the tank selection paradigm so that you have to click
on your desired tank to spawn/respawn.
A team selection GUI would also be nice, but isn't as necessary I
don't think. We might want to consider a way to auto-arrange teams.
I'm not so keen on having "off" pixels. I'd rather only worry about
one kind of pixels.
On 10/28/07, David Billingsley <david.bi...@gmail.com> wrote: