A couple new features:
We've had the effects of shells ejecting from the gun while being fired and bullet holes appearing on walls where bullets hit for a while now. However, the method for removing them from the game in order to keep it from lagging has changed. Shells and bullet holes would remove when a certain amount of time elapsed, but now there are certain limits of how many shells can be on the ground or bullet holes can be in the wall and once that is passed the oldest one gets removed, otherwise all effects will stay. Also, you may notice that magazine laying on the floor. These will now be dropped when reloading. Dropped magazines will behave as the two other effects and have it's own limit.
Recoil has been added to all guns. As you shoot your view will rotate upwards making the player have to compensate in order to stay on target. (A video would demonstrate this much better, but I think images will work for now)
Before firing began
After several shots have been fired
About half the clip fired
Now to discuss the future of the game.
We have been planning on releasing a Multi-player alpha showing some of the main features such as our class system.
The following weapons are planned to be in the Multi-player alpha:
- M4 Carbine
- Ak-47
- FAMAS
- FN-SCAR (Heavy)
- M14
- Mp5 SOPMOD
- M249
- HK21
- SVD-Dragonov
- L96
- SPAS-12
- Remington 870
- AA-12
- Mikor MGL
- EX41
- LAW
- RPG-7
- M202 A1
- Mk2 Frag Grenade
- Colt 1911
- USP
- Desert Eagle
- MAC 10
- Mk3 Knife
- Sickle
- Sledge Hammer
- Mp5 TSRS
We still have a lot to do before the game will be ready for alpha release. Mainly maps and textures. There's also coding for the last features to make into the alpha release.
Also, I want to talk about our current plan for our multi-player class system. Classes will vary on armor capacity(how many shots armor can take before being depleted), armor value(how much damage is absorbed), the speed the class can run at, and the types of weapons the player may start with. There will also be 3 different sections of classes. There will be "Base Classes" which are unlocked from the beginning. "Base Classes" will be composed of:
Rifleman:
Well rounded with basic offensive and defensive ability.
Support:
Plays a more defensive/supporting role.
Recon:
Scouts and sabotages enemy but can engage directly to an extent.
Demolitions:
Anti-Vehicle and may also set explosives to defend areas from intruders.
ShockTrooper:
Flanks enemy forces and storms enemy positions.
There will also be "Intermediate Classes" and "Advanced Classes" which are harder to learn and master but will be balanced with "Base Classes". Both "Intermediate" and "Advanced" classes must be unlocked by playing less advanced classes well. Playing poorly with one of the more advanced classes may cause to be relocked and will have to unlocked again.
For example:
Rifleman(Base)->Marksman(Intermediate)->Sniper(Advanced)
More detailed information on all classes is located on this thread of our: forums Urbanwars.smfforfree3.com
All stats of all classes are subject to change once the alpha is released and people can try them out for balance testing. As explained earlier, only the first set of classes(Base Classes) will be released for the alpha.
It may seem that we haven't been showing much progress lately due to lack of updates. Most of the coding that I have done lately is polishing code that was already written. Which is something that can't be seen in-game. And the majority of the gun models planned for alpha are done and have been previewed in the images section and are waiting to be textured.
We most likely won't be announcing the release date of the alpha until the week before and we're positive it will be ready.
AWESOME GUYS! Keep it up and don't stop now because your doing great.
Is the Alpha going to be for the psp ?
No. We don't have a psp compiler currently. So we are working on the PC version first. We will make it for psp though, its just a matter of time. When everything is worked out with the pc version, we will start on the psp.