Ah, I've been busy lately, and still am, studying for finals and all. Heres a quick review of what's been going on behind the scenes:
- I textured the factory, so that's now done!
- Tank is now completed. Take a look below!
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The tank will roar into the battlefield in full shape
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But upon its destruction... Chaos to the tanks body!
What do you think? BTW, you can't tell from these pictures, but I screwed up on the treads. The treads were supposed to have there own image, but I gave them the image of the entire texture, which just repeats over and over. Of course, its no big deal because it looks natural (amazingly) and the treads can't even be seen by Glest's camera normally!
- Flamethrower is nearing completion. Just need to animate.
- Special Op is almost done being modeled, still needs animation as well.
- IMPORTANT REQUEST: I hit one slight roadbump when I went to model some things. I got no clue how they should look! So I ask the community, how should I make the recruitment station, ops facility, Howitzer, hanger, and baton soldier? I guess the ops facility can be like one of those huge office buildings that has all that glass, the hanger could have a landing pad and a sort of control station, and the baton soldier would be a marine with a baton instead of a gun. I could use some help thinking up what the rest should look like, and concept art would be great, since my internet would take forever scouring google images for pictures that I don't know if they exist! Modman's probably the best at getting concept art, but ANY help for concepts is great!
- And of course, anyone who wants to give a hand with anything else (*cough*ICONS*cough*) feel free!
EDIT// Flamethrower completed! Next up: Special Op! Also, on July 30, I release, complete or not (though I expect to be completed). Of course, remember that I have dial-up internet, so if I can't get online... I'll try to upload slightly before that date to prevent the woes of dial-up. Also, that's July 30 GMT-6, so don't get the timezones mixed up!
FYI, testing has brought up some interesting aspects. The AI focuses mostly on marines and infantry early on, which gives them a weak start, but if you wait until they get stealth bombers, they can actually beat you. I think this is partly because of a bug. You see, the AA launcher has a hold position attack and a move skill so that it would turn, yet it only attacked once (which brought the stealth bomber from 1000+ to about 200 [but then it leveled up to an elite and earned most of that lost health back]). I'm not sure why it did this, but I am going to mess around with the XMLs to see why. I used the same process as the air ballista does... Hmm, this will need some thought...
YET ANOTHER EDIT// Fixed the AA launcher. My best guess is that they need a stop command, even if they aren't using it... Doing some more testing against the stealth fighter, I had to add delays between their attacks, or they just plowed through everything. More testing will determine wether or not I need some sort of moving unit with an AA attack. Considering giving RPG trooper an AA Launcher attack. Seems like a good idea to me, what do you think?
HOPEFULLY THE LAST EDIT// Finished the Private (worker unit) and added all sounds. Next up is RPG trooper. Check out the screen below for a sneak peek at some of the units I've completed!
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