Finger info for marco@icculus.org...


TW 1.3 has launched! Final thoughts

So glad we got 1.3 out. This was in development since early 2019 - so a bit over 2 years.

The reception has been great so far. I am very happy.

Now while we roll out more updates over the coming weeks, it is time for us to look at
what's next. The idea is that we want to do a simpler game, something perhaps more Arcade-y - however we want to also go one step further and make our first multi-platform game that isn't on just a PC.

Last year we prepped for that and got 5 Dreamcast dev-kits made for us - with ODE and Debugging, plus battery mods.

This is what we'll be targetting. So we'll stick to making games with affordable specs!

https://store.steampowered.com/app/793670/

Other than that, I'll do more FreeHL type stuff in my freetime.


TODO for when I get around to them
----
Nuclide/FreeHL game tat:
- Gunman weapons still need more work!
- Team Fortress support is laughable in the weapons department, core ents
  needs more testing (2fort works perfectly last time I tried)
- Poke646 is practically on halt until the other two are done

Counter-Strike still has animation oddities I need to look at with Spoike.
It's related to how we compose the animation blends in-engine. The basebone
field manipulation crap kinda sucks. You shoot a gun while crouch and your legs
which are _NOT_ supposed to move, bob back and forth. What's going on there?

When this .plan was written: 2022-06-29 02:00:07
.plan archives for this user are here (RSS here).
Powered by IcculusFinger v2.1.27
Stick it in the camel and go.