Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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Overview: Campaign Planning in Vector Thrust | Locked | |
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Mar 30 2014 Anchor | ||
Everyone has stories they'd like to see played out in their head, there's no denying that. Occasionally you find a medium to express those stories and you hope that you can create what you see in your mind into something tangible. This is true with Vector Thrust. I'm going to be straight here, it's not going to be easy, and it's not going to turn out how you think it will, but we all start somewhere and the stories in your head won't always translate well into videogame form. With that out of the way, a refresher on Campaigns in Vector Thrust:
Edited by: flyawaynow |
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Mar 30 2014 Anchor | |
Wait, but I thought someone once said VT doesn't support branching campaign yet? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 30 2014 Anchor | ||
Report 12 said it was already possible. I don't think anyone mentioned changes since then. |
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Mar 30 2014 Anchor | ||
I did once look into the campaign files, and if my memory servers me right there were these campaign variables or something like that. I never really went into them or anything because I was expecting an update(or a report) that would explain the campaign making process. Of course, my memory might be tricking me into thinking that I saw something with variables and campaign. |
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Mar 30 2014 Anchor | |
I believe the branching campaign system is in, but it's not exactly ready for use yet. Recent changes to the game in terms of mechanics and other details regarding mission structure have caused the game to break when I've tried to load them up. Edited by: MyHatismyFriend |
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