Tanx Update: Wait for it... in Off Topic
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So, I took some time off the past few days for things like job interviews and family matters. So I've been working for most of the day and now there's a new version out, including gametypes! Only a few for now, but I'm working on it. =P
Ver 0.8
-Added Gametypes*
-Raised AI/Team capacity. (Now: 16, Formerly: 8)
-Fixed a few small bugs
-Expanded Startup Menu, includes gametypes and descriptions.
*Gametypes:
-Deathmatch: Defeat enemy tanks to gain points. The team with the most points wins.
-King of the Hill: Get to the Hill and stay near it to gain points. Keep your foes out of the hill by destroying them. The team with the most points wins.
-Zombies: All but one will spawn with normal tanks. The other starts with a spike chassis, this is the "zombie". When destroyed by the zombie, you will respawn as a zombie. You can only score if you are not a zombie. The player with the highest score after all players are zombies, wins.
I realize that setting up dynamic gametypes in any game can become a difficult process. You're essentially building several different games off of the framework of the original. Hopefully I accomplished that.
Things will be buggy, I guarantee it, but the more you test the more bugs can be notified about, and ultimately, the better the game gets.
I've also included in the descriptions an AI CPU usage note to each of the gametypes. If you find yourself lagging a bunch on that gmetype, try switching to a different gametype.
This mainly has to do with the intricacies of pathfinding and multiple AI mobs. Hopefully they're not too hard on your system, but I'll say this right now, "High" ratings are for 2.0ghz dual cores or Higher, it's annoyingly laggy on a single core.
Still, don't take my word for it, go ahead and try out the settings yourself. Remember, less AI= less CPU usage. If the game rates "Low" then you can use a bunch of AI. "High" only 2-4 are suggested.
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