![]() The goal is still to destroy all the enemy spawns and then kill all their players. The builders would not have any special movement powers (wallwalking, jetpack) they'd have to rely on teammates to get them to tricky locations, or else stack structures to form a ladder (or some other means of using building to gain height I didn't finish designing structures and building). There are no power/creep restrictions anything can be placed anywhere, with some structures even being stackable. There'd be some way of de-spawning without penalty if you're in your base (near a spawn) and not being attacked.īuilding is still done by a dedicated class for each team, using build points from a shared pool. You pick your class before spawning, and don't change it while alive (no evolving, no exchanging of equipment). There's a rough symmetry between the classes of both teams (look further down for class descriptions) There might be parts of it that could be scavenged for use in Unvanquished.Įach side is class-based, with 8 classes each, costing 0-5 frags per. The following summarizes all the notes I have concerning it. I got most of the high-level design worked out, and even coded what I think was a respectable amount of it before ultimately deciding it was too much to do by myself. It began as more or less a clone of Gloom, but I soon realized there was just as much about Tremulous I wanted to keep, and also a number of things from other games that I wanted to shamelessy misappropriate. Skip below for the github repository, which I finally got around to uploading.Ībout two and half years ago I started coding a mod of Tremulous.
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