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i got twitch streaming to work about a month ago so maybe i'll start streaming superduper quake and sheeetttt. i still have to figure out how to get mic sound working so i can narrate the thing while playing. we'll see.
i don't have twitter, so just plan on late friday night, around 11 pm pst.
i'm trying to implement some kind of random weapon system, i.e., when you spawn in a map you have a random weapon set for that map. it's problematic when you go to the next map. well the whole thing is a problem. the mod doesn't want to do what i tell it to do anymore. sometimes all the monsters will be dead but the system will say "two monsters left" and you have to manually restart or start a new map. sometimes a monster will start but it will be stuck in the base frame and be solid like a brush. that's pretty rare. anyway...i'm putting that on the back burner
superduper quake is basically a bullet hell mod in 3D. "bullet hell" shooters are a classic arcade genre from my day with a few specific characteristics:
some of these will be fairly easy to adapt to sdquake, some of them will take a bit of tweaking. what i'd like is to start a new codebase with all the same monsters and random map set, but with two weapons only. a few things will change:
we'll see
Bondo is hard at not-work on the latest patch, but wondering what to do next... Any ideas. Monsters, weapons, levels? Well, that last one is exercise-left-to-the-reader because levels are last on my I'm-barely-adequate-at-this list.
For the newest I have, in completely random order:
Dr Shadowborg's cvore, enlarged to Class 5 size
Gibs for the flying soldier car
Gibs for the hunter robot
The go-kart does area damage
yeah, that's about it.