Like Liquid War?ArchAngel075 wrote:Each player must use his swarmers to consume the other players swarmers - The focus is on managing your swarm to out manuaver your opponent.
Insanity Games V.A2.3.11.5 [Audio/GUI support!]
Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]
- ArchAngel075
- Party member
- Posts: 319
- Joined: Mon Jun 24, 2013 5:16 am
Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]
not exactly, plus that demo is scrapped,
The first insanity Game can be easily made from what i had put together thus far (i had to remove just things related to unit control and drag selection)
Though the great thing is i can easily resume the swarmer game as i simply made a dube of the mod folder and backed up.. pretty nifty!
A lil' update on changes expected :
I need to dupe the audio loading code and add image support, forgot that polygons colored at drawing time are not allways the only option.
I will attempt to improve audio storage to be mod specific.
-end-
Just a question, should i add an feature that doesnt activate mods upon startup, but rather let a single config edited by players choose what mods to load in a nifty Menu ?
(I draw my idea from ProjectZomboids modloader having a "pick what mods to load" system)
I feel it will be easier to manage mods then ?
The first insanity Game can be easily made from what i had put together thus far (i had to remove just things related to unit control and drag selection)
Though the great thing is i can easily resume the swarmer game as i simply made a dube of the mod folder and backed up.. pretty nifty!
A lil' update on changes expected :
I need to dupe the audio loading code and add image support, forgot that polygons colored at drawing time are not allways the only option.
I will attempt to improve audio storage to be mod specific.
-end-
Just a question, should i add an feature that doesnt activate mods upon startup, but rather let a single config edited by players choose what mods to load in a nifty Menu ?
(I draw my idea from ProjectZomboids modloader having a "pick what mods to load" system)
I feel it will be easier to manage mods then ?
Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]
It'll be nicer, but getting it playable would be a priority, I guess.ArchAngel075 wrote:Just a question, should i add an feature that doesnt activate mods upon startup, but rather let a single config edited by players choose what mods to load in a nifty Menu ?
(I draw my idea from ProjectZomboids modloader having a "pick what mods to load" system)
I feel it will be easier to manage mods then ?
- ArchAngel075
- Party member
- Posts: 319
- Joined: Mon Jun 24, 2013 5:16 am
Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]
Playable is done (as the engine itself is what is important here)
BUT moddable without reading walls of text is a importance?
BUT moddable without reading walls of text is a importance?
Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]
Hm, so I tried to run the latest version to check how playable it was. After fixing a typo in main.lua, line 84, that prevented the game from running, I couldn't get anything done. The terminal even spits out that I managed to make the server and the client and then connect to the server, but nothing else happens ¯\_(ツ)_/¯ArchAngel075 wrote:Playable is done (as the engine itself is what is important here)
Not really, as modding does require people to get deeper into it. But the thing is... well you've been saying how incredibly moddable it is, and that's cool, but we don't know WHAT is moddable. I think we need some example mods working in order to feel what this is about.ArchAngel075 wrote:BUT moddable without reading walls of text is a importance?
- ArchAngel075
- Party member
- Posts: 319
- Joined: Mon Jun 24, 2013 5:16 am
Re: Insanity Games V.A2.3.11.5 [Audio/GUI support!]
ah yes, i see now.
Also i forgot to mention i added a core system that prevents the physics world from pumping (world:update(dt)) unless you press "p", it is a safety system i use to test the ontick event.
What is moddable as far as i can say is nothing exactly.
There isnt any game to mod haha, but alternately what i describe as mods now is actually just whatever users try to build out with the engine in place.
Ill have a demo soon, making a lobby and gamestates to prevent issues is a pain GUI wise haha.
Sorry if im hyping over nothing though, this is my largest most complete project to date.
Also i forgot to mention i added a core system that prevents the physics world from pumping (world:update(dt)) unless you press "p", it is a safety system i use to test the ontick event.
What is moddable as far as i can say is nothing exactly.
There isnt any game to mod haha, but alternately what i describe as mods now is actually just whatever users try to build out with the engine in place.
Ill have a demo soon, making a lobby and gamestates to prevent issues is a pain GUI wise haha.
Sorry if im hyping over nothing though, this is my largest most complete project to date.
Who is online
Users browsing this forum: Amazon [Bot], Google [Bot] and 3 guests