New Build Coming out - Sept 21st

S
SGreth

The last week has seen a bunch of improvements -

  • Fixed a crash in the Torque Game Builder source code with object duplication
  • Started playing with different ship acceleration and top speeds
  • Shield Regeneration
  • Weapon "charge" (i.e. you can't just shoot infinite bullets forever)
  • X-Wing like energy management system (currently in development)

The X-Wing style energy management system is simple but adds a nice dynamic to the game. In short, you can set how quickly your shields and lasers recharge their energy banks, at the expense of engine speed, and shield or laser recharge rate. I'll write up a more detailed description on Friday's blog post about this feature including some screenies.

Word is DSmooth is already working on network hacks for GalX. This is actually a very good thing because the way I designed the client/server architecture it should be pretty easy for someone with some networking know-how to write a z-bot type hack. Fortunately my networking library has some built in mechanisms to combat that kind of thing, I just need to turn them on. Hopefully he can finish cooking up his proxy and then I can enable my counter-measures to see if they work.

I'll be posting a new build tomorrow during the day or early evening and I'll ping the folks who signed up and we can try out a little multiplayer for a while (pending any crashes...).

Do you have a PC game controller?
If so, please PM me and sign up to help test GalX. I think I'm the only person I know of (besides CodeMonkey) that actually has a controller for the PC. I'm currently working on adding support for controllers to GalX, and when it's done I'd like to have some other folks besides myself to reference test it against.

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