MechWarrior Project

Here are some project-related downloads. Currently, none of this is password-protected, but that will change when I get around to it. In the mean-time, it's not likely that anyone will be able to find this page anyway, and if so, there's not much to steal, as the project is still in its infancy.

Files

Current Happenings

January 28, 2005
Posted by Kevin

Recent Programming Updates

These are the features I've programmed today and yesterday:
  1. Our first special ability, decoy.
  2. Critical hits and critical misses.
  3. Functionality for deploying battleforces onto the map.
  4. Image scaling. (You can now display pictures at, like, a scale of 0.5, or 2.0, or 1.333, or whatever you like.) It would be easy to do some kind of ZOOM feature with this down the road, if we are interested in letting players zoom in and out.
  5. I added a couple of figures.
  6. I have also made a few little improvements to the interface here and there.
Some things I've been thinking would be good to include in some later version (2.0 or later):
  1. Rotation of figures. (So, they can be facing different directions.) This would be much easier to do with 3D models than with 2D sprites.
  2. With figure rotation, we could include front arc and rear arc functionality.
  3. The ability for infantry to move in formation.
  4. A choice between square maps (like HeroClix), or hexagonal maps (like Classic BattleTech), or free-form (like MechWarrior and MageKnight.)
The source code is starting to get a little sloppy and complex. Soon, I think I'll have to go back and simplify some of the more complicated parts of the program, to make it easier to read and maintain.

 

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