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BFASeptember 30, 2004: Ok, here's the first official release: Pre-Alpha 1 [ed. Temporarily took the release offline]. Now with amazing explosions! ![]() The contols still need a bunch of work, but here's the basics: Camera Movement:That's about it I guess. In the main menu you can choose the number of players, types of players (computer, human) and their names. A game requires at least one human player. Also the computer "AI" (if it can be called that yet) is currently: turn towards a human player, shoot the current weapon without adjusting the power. So no complaints about how bad it is -- you've been warned! Up next on my "to do" list is improving the camera system and probably adding at least one new weapon... until then, enjoy! September 29, 2004: Whee! After years of sporadic work BFA is almost ready for it's first public release! NOTE: this does not in any way intimate that the game is almost complete, merely that I feel it's at a state that I won't be completely embarrassed to have other people look at. Here are some old pictures to look at (because everyone likes pictures!): ![]() ![]() ![]() ![]() ![]() I've been working on and off (mostly off) on this game for a few years. It started off as a group project with a bunch of friends, but due to a lack of participation I've rewritten everything in it to be completely mine. While it may not be the most visually appealling game I am quite pleased with the design of the underlying systems (physics, graphics, event system, input, etc). In my latest spurt of coding I've added a data-driven particle engine.. the current feature list includes:
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