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Work in Progress / Ker-Bang! Box2D game

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baxslash
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Posted: 3rd Dec 2010 22:20 Edited at: 20th Jan 2011 10:29
Ker-Bang is now being re-written...



The year is 2242. Mankind has spread across the galaxy setting up
colonies and small settlements on even the most inhospitable
planets and moons. Far from the idealogical science fiction
stories and visual media of the 21st century we colonise like fat
arrogant tourists in dirty old caravans. We impose ourselves on
these new and beautiful landscapes. Finding no formidable
resistance we put down roots in places that neither support or
care for our presence.

The creatures that previously dominated these worlds often finding
that they have been usurped, adapt from being predators to being
scavengers. As such they feed on the scraps and waste thrown
without care to the wind and thrive like never before. Without the
need to hunt they become lazy and creatures that were once their
prey scavenge alongside them.

Now the galaxy is littered with broken eco-systems and an
infestation problem in almost every colony created on living
planets. Even some Space-Stations and Ships have gathered hitch-
hikers from poorly maintained quarantine standards and lazy
officials.

Who can hold back the tide of pestilence all too reminiscent of
the prophecies of old? 'Ker-Bang' was a small pest control company
which saw the problem at the beginning and spread its wings across
the galaxy. 'KB Industries' is the company that grew under those
wings forming sub-companies and industries which both fed and fed
upon the problem. Chemical warfare against the massive variety of
pests was far too slow and expensive to research so using a wide
variety of weapons 'Ker-Bang' employs thousands of 'Pest
Controllers' or PC's to kill pests for wealthy colonies using the
simplest method. Explosives.

As a PC in the employ of Ker-Bang you are payed to kill pests. The
more you kill, the more you earn. The quicker you kill, the more
you earn. You pay for every weapon you use so you must try to kill
as many pests as you can with each weapon and choose the best
weapon for the job. As you increase your finances you will be able
to afford better weapons to get the job done quicker.

...don't forget to have fun!

New screenshots to follow soon...

Here is the latest Level Editor to have a play with (WIP):
LEVEL EDITOR!

Code: baxslash
2D / 3D Art: Josh Mooney
Music: The Slayer, baxslash

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baxslash
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Posted: 3rd Dec 2010 22:24 Edited at: 3rd Dec 2010 22:24
Level 2:


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baxslash
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Posted: 3rd Dec 2010 22:25 Edited at: 3rd Dec 2010 22:26
Level 3:


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baxslash
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Posted: 3rd Dec 2010 22:27 Edited at: 3rd Dec 2010 22:27
Level 4:


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baxslash
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Posted: 3rd Dec 2010 22:31 Edited at: 3rd Dec 2010 22:32
I'm working on Test Dummies as targets at the moment...


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Eminent
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Posted: 3rd Dec 2010 22:38
Looks awesome but I don't really like all that text on the screen. When I play games, I like to have as little text as possible. But I can't see the player-controlled guy. Where is he?
Also, C-C-CCCC-CCCCCCOMBO BREAKER!!!!!!


baxslash
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Posted: 3rd Dec 2010 23:12
Quote: "Looks awesome but I don't really like all that text on the screen."

Well these are the tutorials so it's hard to avoid at least a little text... sorry

Quote: "But I can't see the player-controlled guy. Where is he?"

In this game you use the mouse to throw/control weapons. I'll make it more obvious with a 'launch platform' or something later...

I'll upload a demo and you can see for yourself but if you read the annoying amount of text you might get an idea what the idea of the game is...

swissolo
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Posted: 3rd Dec 2010 23:25
This looks great baxslash, can't wait for a demo. I agree that it's a bit too much text, but maybe you could just shrink it a little, because the resolution seems fairly low. Also, I can't beleive how many games you've made lately. Good games I might add.

Can't wait.

swis
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Posted: 4th Dec 2010 02:58 Edited at: 4th Dec 2010 02:59
Looks great! Looking forward to this

TheComet

baxslash
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Posted: 6th Dec 2010 12:25 Edited at: 6th Dec 2010 12:26
Quote: "I agree that it's a bit too much text, but maybe you could just shrink it a little, because the resolution seems fairly low."

OK OK... but when everyone is complaining that there aren't enough instructions I'll refer them to you guys

Remember these are the turorials and the text won't be in the 50 or so levels I plan on making, plus the "FPS" is temporary.

Quote: "This looks great baxslash, can't wait for a demo."

There's an early one on the App Developer thread I started but I'll put a new one out here soon... I now have a heli-bomb and a 'sticky-bomb' and I'm starting on an underwater level:


Quote: "Also, I can't beleive how many games you've made lately. Good games I might add."

I like to keep busy

Quote: "Looks great! Looking forward to this"

The level editor is fun too! I just put 'Test Dummies' in there, (2D ragdolls) to use as targets!

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thenerd
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Posted: 7th Dec 2010 02:57
Looking spiffy! I'll really be looking forward to this as well. All your games are very high-quality...

I'm thinking of buying box2d with my voucher from the community competition, everyone who I've asked has said it is amazing.


baxslash
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Posted: 7th Dec 2010 10:19
Quote: "Looking spiffy! I'll really be looking forward to this as well. All your games are very high-quality..."

Thanks!

Quote: "I'm thinking of buying box2d with my voucher from the community competition, everyone who I've asked has said it is amazing."

I'm really loving it at the moment! I'd highly recommend it. Diggsey is really quick to help with any problems/questions too!

baxslash
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Posted: 4th Jan 2011 17:47 Edited at: 6th Jan 2011 17:31
Just a quick update :
I have the 'underwater' shader working nicely now and underwater physics works really well.

I've been adding to the level editor and adding weapons, now I have Heli-Bombs, Sticky-bombs and torpedos working!

Also I've just had an offer of help on the 2D media from Josh Mooney! A full revamp of the 2D imagery is on the horizon and I'm hoping the collaberation will inspire some new weapons and scenery ideas.

Welcome aboard Josh!

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baxslash
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Posted: 6th Jan 2011 17:30 Edited at: 6th Jan 2011 17:31
Here is the new logo for the game thanks to Josh (who has virtually re-written the whole game concept by the way ):


...and here's the Vend-O-Nade machine he's working on (an early concept):


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The Slayer
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Posted: 6th Jan 2011 23:47
As allways, neat stuff, bax! Great work! And, very nice artwork too from Josh! NICE!

Cheers

SLAYER RULES! YEAH, MAN!!
Drillfoot
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Posted: 7th Jan 2011 05:24
Good job! This does look very good. I see both sides of the 'to much text' on the game. It was the first thing I noticed. It would be good, maybe the first level has a bit of everything, and may or may not be played in a tutorial mode option showing off the differences in game play. Other then that looks real good! You got me checking out Box2D

rem allow user create game with one click
rem create graphics, sound, scripts, models, with one click
rem slap user in face if game choice is mmo
Ermes
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Posted: 11th Jan 2011 16:21
ops i wasn't aware (my fault..sometimes i've blinkers all the time) about this great and funny game you're making Baxslash, any demo soon? very clean and yes, i like text on screen!!!



[img][/img]
baxslash
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Posted: 12th Jan 2011 14:08
Quote: "Good job! This does look very good. I see both sides of the 'to much text' on the game. It was the first thing I noticed. It would be good, maybe the first level has a bit of everything, and may or may not be played in a tutorial mode option showing off the differences in game play. Other then that looks real good! You got me checking out Box2D"

Thanks Drillfoot! Yeah, it's all changing style-wise at the moment anyway. Should be really cool, Josh has me inspired and I'm re-writing the level editor from scratch especially for his new stuff!

Quote: "ops i wasn't aware (my fault..sometimes i've blinkers all the time) about this great and funny game you're making Baxslash, any demo soon? very clean and yes, i like text on screen!!!"

Thanks Ermes! Demo is a way off again now due to the change of direction but it'll be a far cooler game for it. I also hope to have some cool music to add from another friend here

As a quick update I now have a simple level editor working but only for setting up simple environments. Adding complex environments and a library object maker next!

baxslash
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Posted: 14th Jan 2011 14:26
Here is the new synopsis:
Quote: "The year is 2242. Mankind has spread across the galaxy setting up
colonies and small settlements on even the most inhospitable
planets and moons. Far from the idealogical science fiction
stories and visual media of the 21st century we colonise like fat
arrogant tourists in dirty old caravans. We impose ourselves on
these new and beautiful landscapes. Finding no formidable
resistance we put down roots in places that neither support or
care for our presence.

The creatures that previously dominated these worlds often finding
that they have been usurped, adapt from being predators to being
scavengers. As such they feed on the scraps and waste thrown
without care to the wind and thrive like never before. Without the
need to hunt they become lazy and creatures that were once their
prey scavenge alongside them.

Now the galaxy is littered with broken eco-systems and an
infestation problem in almost every colony created on living
planets. Even some Space-Stations and Ships have gathered hitch-
hikers from poorly maintained quarantine standards and lazy
officials.

Who can hold back the tide of pestilence all too reminiscent of
the prophecies of old? 'Ker-Bang' was a small pest control company
which saw the problem at the beginning and spread its wings across
the galaxy. 'KB Industries' is the company that grew under those
wings forming sub-companies and industries which both fed and fed
upon the problem. Chemical warfare against the massive variety of
pests was far too slow and expensive to research so using a wide
variety of weapons 'Ker-Bang' employs thousands of 'Pest
Controllers' or PC's to kill pests for wealthy colonies using the
simplest method. Explosives.

As a PC in the employ of Ker-Bang you are payed to kill pests. The
more you kill, the more you earn. The quicker you kill, the more
you earn. You pay for every weapon you use so you must try to kill
as many pests as you can with each weapon and choose the best
weapon for the job. As you increase your finances you will be able
to afford better weapons to get the job done quicker.

...don't forget to have fun!
"


Ermes
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Posted: 14th Jan 2011 17:29
nice story, and about
Quote: "Far from the idealogical science fiction
stories and visual media of the 21st century we colonise like fat
arrogant tourists in dirty old caravans"

it could really be, one day...



[img][/img]
baxslash
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Posted: 14th Jan 2011 18:03
Let's hope not...

Update:
Work on the level editor has gone well and it is now possible to create/save/load environments with complex physics systems set up. I'm now working on "library object" creation. It will soon be possible to create new Static/Dynamic library objects which will in turn be useable in the environments. This will eventually include the Vending machines and target creature objects too, as well as level details such as time limits and available weapons.

The last big step will then be saving and loading the levels created using the editor.

...plus I have to re-write the game engine...

Ermes
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Posted: 15th Jan 2011 15:29
Quote: "...plus I have to re-write the game engine..."


it's normal. i re-writed the core of ESF about 4 times.



[img][/img]
baxslash
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Posted: 17th Jan 2011 16:37 Edited at: 17th Jan 2011 16:37
Here are some early level design sketches from Josh. Hope he doesn't mind:


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C0wbox
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Posted: 17th Jan 2011 21:06 Edited at: 17th Jan 2011 21:07
xD I don't mean to imply any copying (more praise) but this looks like a mixture between the Mamo font, Happy Isle and Portal to me. xD!
(Except you're doing it better than all 3 of those links )

Sa good WIP so far though, keep going. !

baxslash
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Posted: 17th Jan 2011 21:14
Thanks C0wbox! I see WOR is progressing nicely too.

I have a feeling this one is becoming a serious job. So many good ideas for one game... I'll be posting only some media and stuff for a while as the editor needs to be fully functional before I even think about finishing the new game engine!

JLMoondog
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Posted: 17th Jan 2011 22:19
Lol! Showing off my napkin scribbles.

baxslash
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Posted: 17th Jan 2011 22:55 Edited at: 17th Jan 2011 23:24
I'd rather show off some final images...

In the meantime here's a screenshot of the editor with some test objects and a test scene. You can see some rectangular, circular and polygon static objects and a load of balls (dynamic)



It is now possible to:
1-create/save/load any environment (and its physics requirements)
2-create/save/load any rectangular/circular/polygon static objects (and their physics requirements)

Next it's dynamic objects!

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baxslash
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Posted: 19th Jan 2011 17:55 Edited at: 20th Jan 2011 12:39
Dynamic object creation has now been added to the level editor!

The hard bit was 'poly' objects (so complex shapes can be used for dynamic objects).

There are a few rules to making poly objects that make it tricky:
a)Always select vertices in a CLOCKWISE direction
b)MAXIMUM 8 vertices per 'poly'
c)If you need to add more polys just right click to start a new one
d)You can snap to vertices of existing poly's to arrange your polys nicely
e)polys MUST be convex in shape

Phew... other than that it's really easy

Anyway I thought I'd upload the editor for people to play with and comment on. I haven't decided if this will be in the final game or remain a development tool yet so don't expect a cool interface or any kind of 'style'. It has some helpful hints etc but essentially it's a tool at the moment.

Feedback would be great!

LEVEL EDITOR! EDIT: Missing media files added

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Diggsey
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Posted: 20th Jan 2011 01:02
This looks amazing, and is an excellent example of what you can do with Box2D. I'm sure you've inspired a few people to get the plugin, so thanks!

Quote: "d)poly's MUST NOT overlap each other! You can snap to vertices of existing poly's to prevent this
e)poly's MUST NOT be convex in shape"


d) I'm not sure if this is due to the way your game works, but Box2D doesn't mind if polies overlap when they're on the same body. Shapes from the same body cannot collide anyway

e) Surely you mean MUST be convex, or MUST NOT be concave?

[b]
Crazy Acorn
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Posted: 20th Jan 2011 03:49
I get this error when I run...

Quote: "Runtime Error 506-could not load image at line 79"


baxslash
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Posted: 20th Jan 2011 10:25 Edited at: 20th Jan 2011 10:26
Quote: "This looks amazing, and is an excellent example of what you can do with Box2D. I'm sure you've inspired a few people to get the plugin, so thanks!"

Thanks Diggsey! I hope so because it's a great plugin.

Quote: "d) I'm not sure if this is due to the way your game works, but Box2D doesn't mind if polies overlap when they're on the same body. Shapes from the same body cannot collide anyway"

I don't know but I was getting some strange reactions when I did this... I'll do some more testing.

Quote: "e) Surely you mean MUST be convex, or MUST NOT be concave?"

Ooops! Yes you're right, the help image is right though

Quote: "I get this error when I run...
Quote: "Runtime Error 506-could not load image at line 79""

My bad, I didn't include the media (I added some help images...) Just put this media folder in the same folder as the game: MEDIA

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baxslash
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Posted: 20th Jan 2011 12:38
Quote: "I don't know but I was getting some strange reactions when I did this... I'll do some more testing."

Well I just did some testing and you're right, the shapes CAN overlap. Must have done one of the shapes anti-clockwise or something.

I'll work on a function to order the points in an anti-clockwise fashion when the user has finished selecting them to make things easier. Also I'll do a check for concave points as I go along. It's extra work but it might save some messing around at a later date.

Thanks again for the info Diggsey!

baxslash
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Posted: 2nd Feb 2011 11:31
Finally back from Istanbul! Good to be home

I'll be getting back on this project as soon as I get a chance...

I now have some code to check the direction of vertex placement for odd shapes. Just need to put it in the main project!

Ermes
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wow a nice holiday?



[img][/img]
baxslash
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Posted: 2nd Feb 2011 16:12
Work unfortunately...

JLMoondog
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Posted: 6th Feb 2011 19:20
Seems our Springnote has been abandoned. We both left at the same time lol.

Finally back from my stuff and working on the level designs for the Ker-Bang Training facilities and the first planet, Sagnuf!

Some sketches, nothing much to look at, more of a layout on where to put objects. Some things erased so not to give away any story elements.




baxslash
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Posted: 6th Feb 2011 20:30
Nice work Josh! Yeah I've been away but back now. I'll be getting back on Ker-Bang again now.

Love the sketches!

ThoughtWire Software
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Posted: 6th Apr 2011 18:50
Looking very nice. It looks like a game that would appear in the App Store for iPads and iPhones (If it did I would buy it).

Very good so far, looking forward to see how this goes.

ThoughtWire Software -

www.thoughtwire.co.uk
baxslash
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Posted: 7th Apr 2011 10:53
Quote: "Looking very nice. It looks like a game that would appear in the App Store for iPads and iPhones (If it did I would buy it)."

Thanks @ThoughtWire Software!

Quote: "Very good so far, looking forward to see how this goes."

Well it's on hold at the moment until I finish a couple of other projects. I was getting some help on the graphics but that seems to have slowed down to allow for other projects. I'm considering holding this until the AppGameKit gets released and develop it on that platform instead...

Thanks for the interest!

Cliff Mellangard 3DEGS
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Posted: 8th Apr 2011 01:32
Looks really cool!
Is it some type of angry birds on heavy metal?
baxslash
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Posted: 8th Apr 2011 10:47
Quote: "Is it some type of angry birds on heavy metal?"

That's EXACTLY what I was going for.

The weapons will be a bit more varied though like the "Heli-Bomb" which you control with mouse/pad movement.

I imagine the levels being more tricky to navigate too...

JLMoondog
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Posted: 8th Apr 2011 15:10
Are we still game for this?

baxslash
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Posted: 8th Apr 2011 15:14
Quote: "Are we still game for this?"

I am Josh!

I was hoping you would be but it's been a while since we last spoke about it. I'm working multiple projects anyway so any time you want to jump aboard again I'm ready

As I said though I am writing it with a view to making it on AppGameKit when it comes out. AppGameKit should use all the same elements I'm using anyhow (more or less!)...

The Slayer
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Posted: 9th Apr 2011 02:52
Do you still need some metalsongs or house/trancemusic or other kinds of music or sounds, baxslash?
Just let me know, okay?

Cheers

SLAYER RULES! YEAH, MAN!!
JLMoondog
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Posted: 9th Apr 2011 03:26
Quote: "As I said though I am writing it with a view to making it on AppGameKit when it comes out."


I was thinking the same thing. I held off on my own personal game projects waiting for AGK. I have several ideas that I think would be perfect for it.

What system were you thinking? I could go ahead and look up specs and see what my limits are. Get a head start.

baxslash
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Posted: 9th Apr 2011 17:29
Quote: "Do you still need some metalsongs or house/trancemusic or other kinds of music or sounds, baxslash?
Just let me know, okay?"

Yes please The Slayer! I might use some for "The Last Chance" too at some point if that's OK?

Quote: "What system were you thinking? I could go ahead and look up specs and see what my limits are. Get a head start."

I'm not really sure yet. I was thinking of going for AppUp and iPhone at least to start but I guess there'll be a limit on the graphics if I go for the phone market too?

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Posted: 26th Apr 2011 17:03
Had a slight change of ideas for this project. I'm going to use an armoured 'vehicle' to fire the weapons now and make it a 'level clearing' game. You have to drive around and as well as killing the enemy you have to protect your AV and get it to the exit on the level safely.

I was never 100% happy with the weapons just 'appearing' or being delivered and I think using a vehicle will add a whole new element to the game. What do you guys think?

JLMoondog
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Posted: 26th Apr 2011 17:46
What sort of vehicle? Tank, mech?

baxslash
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Posted: 26th Apr 2011 17:51
I was thinking there might be a range of wheeled vehicles from jeeps to six wheel tanks using Front/Rear/4 wheel drive... Each with a cannon on top that fires the 'weapons'. The controlled weapons would have to be detonated before returning to the vehicle...

I could easily add a vehicle editor to the level editor.

JLMoondog
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Posted: 26th Apr 2011 23:14
Sounds good. You still going for a futuristic approach?

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