CreatiX Posted October 8, 2008 Report Posted October 8, 2008 (edited) Hey every1, A few updates on the developers blog to update those of you that havent forgotten us yet. This is what the project has been up to lately: First of all: besides a summer break of about 3 weeks we have been constantly developing on the project. The ASSS modules are the hard part , the gfx gonna be shiny anyway and not make the people stick.What we aim for is an almost bug free zone that runs with fully working features. features that improve game and most important: make it fun for few , too. Some of the things we have been working on lately: - We got the basic capture point system coded into BUG FREE modules (bug free took a while!!!)- The respawn-logic is almost done- We finally got the remote-gun feature working LAG FREE (that also took some effort )[...] Ill try explain why the project keeps taking so much time and wasent finished months ago: We plan to implement alot of things that just havent been possible on subgame. As an example: we try to put the remote-turret feature into the gameplay. To do so we plan to have a ship thats going to be engineer - it can drop auto-shooting turrets, repair em, upgrade em.. The engineer will have very weak weapons and needs to collect kills with the remote-gun. It should be alot like the team fortress 2 engineer - keep it busy and work for the team.[...] I still cant tell you how long well need until we think the project is ready for release - just repeat its worth waiting (!!!) Thanks for your interest - will update you as soon as thers news! -CreatiX P.s. Thanks again to SSCC for letting us develop the zone on their server!! Thanks alot to tcsoccerman24 whos doing a great job on the coding - if any coder out there is willing to join us - let us know! Edited October 8, 2008 by CreatiX Quote
rootbear75 Posted October 8, 2008 Report Posted October 8, 2008 To do so we plan to have a ship thats going to be engineer - it can drop auto-shooting turrets, repair em, upgrade em.. The engineer will have very weak weapons and needs to collect kills with the remote-gun. It should be alot like the team fortress 2 engineer - keep it busy and work for the team.omfg, i love the engineer on TF2 i might play just because of that and no other reason !! still, good to see how far things have come Quote
tcsoccerman Posted December 6, 2008 Report Posted December 6, 2008 since the core modules (capturing points, respawning, static turrets) are done, i'm trying to get creatix to put the zone online to play. However, he seems to be busy lately. Just a few questions.. 1.how many people are interested in this zone?2.who were the people that wanted to help test. i'm not sure if any of these questions will matter, as it's up to creatix what we do, however at least it's some info. Quote
Hakaku Posted December 6, 2008 Report Posted December 6, 2008 I'd be interested if the zone was online, just to check out how far you've gotten. And I'm sure there's plenty of people around that can help test, so you don't really need to worry about that. Quote
CreatiX Posted December 11, 2008 Author Report Posted December 11, 2008 thanks for your effort tc. im still having trouble with the lvz and implementing the new graphics. its alot of adjusting and objon makingalso, im currently very busy as im turning my webdesign-acitivity of the past years into a company, which just eats alot of time.ill let you know when we can test - please keep beeing patient Have a nice christmas everyone and with some luck ill be having a present for you by then xxx-cre Quote
Delic Posted December 14, 2008 Report Posted December 14, 2008 This is probably the longest worked on SS project in history ;DSounds like it'll be worth the wait though, I'll check it out when it's done. Quote
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