Vehicle Wars. While very few core resemblances remain with Planetbreakers,
it was this project that was its foundation.
Project Shock is qualified for the GSDC on the grounds that I haven't technically worked on it for months, but why didn't I? The main problem was that I was unable to decide on a focus. The squad-based combat idea was just the latest in the chain of concepts that originated with making it a sci-fi Roguelike with persistent world multiplayer aspects.
Project Shock currently looks like this.
It will remain that way until May 1st when the GSDC begins.
I'm also planning on doing quite a few enhancements, including a 4.0x skin, AI opponents (which I'm apparently good at making now) and sound effects (sound datum support is already included) but these are secondary to "getting it done."
So, what now?
I can't touch Project Shock before May 1st, or else I'll get it disqualified for the GSDC. However, I've another 6 days left of April. My video card broke, but BYOND has a software renderer it falls back on when DirectX is unavailable (and besides I should have a replacement before the week is out).
It's the last week of classes prior to finals week, and I should spend that time studying for Finals. So far, I've spent the majority of this weekend instead procrastinating by browsing the web or playing Rune Factory Frontier. If I must neglect my studies, I think it'd be more productive to do game development.
Therein, I've a bit of an interesting deadline to consider: if Planetbreakers is going to be put on hold for awhile, it might be worthwhile to put out a playable prototype before May 1st. However, whether or not I can realize this depends on how much studying I can get myself to do and if what I develop during the week is adequately playable.