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HellTank 0.5.0 released!New Features
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First update of '06It's been a bit quiet recently on the HellTank front, mostly as I've been very busy on other ventures, and I've been spending ages tracking down a nasty bug that was causing lots of crashes.Thankfully today, I finally managed to track it down and quash the problem, so I can get back to piling in all the extra features that I want to get working for the next demo release.
It's now got lots more weapons - nukes that take a nice big chunk out of the landscape, missiles that you can guide around the screen, and lots more besides!
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Status updateDevelopment is progressing along quite nicely now - The CPU tanks now take advantage of their jump jets, and gracefully whiz around when they feel like moving. The basis of the end of round scores screen is now in, and my next task is to get a basic shop screen working.
Once that's done and I've added a few more of the basic weapon types, I'll release an updated demo.
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Multiple roundsI've now got the basis of multiple game rounds working - as yet there's no display of the player scores, and no shop screen, but a new round does get started when somebody wins the round :) |
New Hell Tank demo!Features
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Yeehah!Today I got HT working for multiple players on a single machine (limited only by the number of controllers you can plug in!)
At the moment I've only (quickly) tested it with two players (one on a USB joypad, the other on keyboard) but I'll give it a go with as many controllers as I can find soon!
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Development recommencesAfter a 3 year hiatus, development on Hell Tank has resumed!Today I added in a second weapon, the Machine Gun, and got the CPU players using it (god they're deadly) Next up I'll get weapon switching to work (and some placeholder graphics to indicate which weapon you've got selected)
No new demo yet - I want to make the next release really special :)
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Current ProgressI've tweaked the aiming arrow so it behaves more the way the arrows in DTZ behave. I've also added in the ground flattening earthquake that happens after a about 90 seconds. I gave up trying to switch the smoke into a particle system, but did manage to optimize the code a bit to vastly improve frame rates, so I think I can safely stick with the current smoke. Keep your eyes peeled for updates..About a month ago, I got a mention in the b3ta newsletter as I was looking for suitable theme music for the game. I got lots of offers and I think I've narrowed it down to a final choice (Thanks to everyone who replied!)
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