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Author Topic: ShellShock, a game being developed for BYOAC  (Read 38817 times)

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Pongo

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Re: ShellShock, a game being developed for BYOAC
« Reply #160 on: February 01, 2008, 08:44:20 pm »
Here is  the latest version. See the Readme for more info. (Updated link: Thanks Saint)

http://arcadecontrols.com/files/Games/ShellShock.002C.zip


A few notes to help you out a bit:
- You can change the number of players (up to 4) in the data/config.ini file The minimum allowed is 2
- Each player has an ID number associated with it. You can use this to put any tank on a different control (1-4)
- If you set the ID to 0, that tank will use a very basic AI. They are blind and just move/fire randomly at this point.

If you have any questions/trouble, please post here and I will try to help.

Enjoy!

« Last Edit: February 04, 2008, 01:39:51 pm by Pongo »

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Re: ShellShock, a game being developed for BYOAC
« Reply #161 on: February 01, 2008, 09:24:38 pm »
I tested your game, and it can been turn into a great little game with fine simple and clear graphics.

I have doe some suggestions, you might look to the next version:

- more than 4 tanks on the screen, like that that screenshot I saw. Rest only controlled by AI (even they dump).
- Limit the number the shots on the screen, definable in the config.uni.
- Even they might move a bit dump, it still harder to hit one, since they doesn't stood still now  :D.
- Mightbee define a limit in the particles used in the explosions for slowere machines in config.ini.

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Re: ShellShock, a game being developed for BYOAC
« Reply #162 on: February 02, 2008, 09:47:57 am »

Shellshock looks stunning! Simply stunning.

However, for me and the wife, it is very hard to control. So it probably wont be for us.

Will it be made with 'insert coins' etc??

Very nice work!!!


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Re: ShellShock, a game being developed for BYOAC
« Reply #163 on: February 02, 2008, 03:21:05 pm »
i like the improvements, my screen problem was my resolution.  Because of my monitor size i have mine set to 1024 by 768 by default.
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Re: ShellShock, a game being developed for BYOAC
« Reply #164 on: February 03, 2008, 12:06:41 pm »
http://arcadecontrols.com/files/Games/ShellShock.002C.zip if you want to be kind to his bandwidth:)
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Re: ShellShock, a game being developed for BYOAC
« Reply #165 on: February 03, 2008, 02:18:01 pm »
why not give him some fpt acount and a little webplace for his improvment of his cool little game?
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Re: ShellShock, a game being developed for BYOAC
« Reply #166 on: February 03, 2008, 11:08:25 pm »
why not give him some fpt acount and a little webplace for his improvment of his cool little game?

It's already been offered,... I'm just too busy to put anything together at the moment. As things get further along I may try to make a proper page for it, but for now it's just some quick builds for you to play with.

Releases will probably start slowing down at some point. (Maybe already) as I start adding in some menu and start screen things, but the latest release will always be posted here in the first post.

This latest build was made with a newer version of the compiler, so I would like to know if the issue unclet was having is still there. Nothing I can do about that, but I'm hoping that maybe something changed there.

Those with screen zooming issues (clipping the sides off),.... still having the same trouble? The camera code in there is new, but still not what I want. I have a new method that I hope will be smoother and work for all resolutions.


Anyways, any opinions on the new build? Is anyone still playing? like/hate the sounds? 4 player good?

« Last Edit: February 03, 2008, 11:10:27 pm by Pongo »

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Re: ShellShock, a game being developed for BYOAC
« Reply #167 on: February 04, 2008, 02:04:29 am »



Those with screen zooming issues (clipping the sides off),.... still having the same trouble? The camera code in there is new, but still not what I want. I have a new method that I hope will be smoother and work for all resolutions.




The screen cutting off thing was do to running at a resolution lower than the game is set at in the INI file.  People are going to have to make sure their resolution is the same or higher than the game, unless you have the option of putting  various resolutions in it.
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Re: ShellShock, a game being developed for BYOAC
« Reply #168 on: February 04, 2008, 08:32:08 am »
I will check to see if this is still a problem on my home computer when I get home later tonight.

Works good on my work computer.  I turned on 4-player and see how the AI tanks work ... pretty cool.   I also tested the static background (ie: non-moving background).  This is the mode which works best for me.

One suggestion would be ...... since the arrow keys are usually used in PC games for moving U/D/L/R directions, then shouldn't these arrow keys be used to control player1's directional movement by default instead of using the arrow keys as turret control.   Just a thought.

« Last Edit: February 04, 2008, 08:47:45 am by unclet »

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Re: ShellShock, a game being developed for BYOAC
« Reply #169 on: February 04, 2008, 01:38:17 pm »
Different resolutions will have slightly different aspect ratios, so I'll need to consider those when I re-do the camera code.  I need to come up with a better method than I am currently using to make this all work for everybody.

As for the other method of control (I'll call it absolute vs. RC),  It's come up before, so I've been thinking about it. I personally like the RC method of control, so I'll be leaving it as the default, but I'm looking at making an absolute version as well, so those that want that can use it. (Up/down/left/right will move that respective direction) With that method you won't be able to sit in one place and turn, but hopefully it helps those that have trouble with the RC method.

Some of the things I need to sort out are how the absolute controls work,... for example:
- If you are facing left and input right,... I don't want the tank to instantly click a 180 turn for you. (Giving an advantage over the RC style)
- If the tank turns the full 180 before moving, that may put those players at a disadvantage.

Somewhere I will need to find a middle ground that works here.

One more thing,... if you have a spinner or trakball you can try mode 5 for the controller ID. That's a little goofy, so I didn't mention it before. The x axis controls turning, and the other controls are the same as ID 1
« Last Edit: February 04, 2008, 01:44:00 pm by Pongo »

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Re: ShellShock, a game being developed for BYOAC
« Reply #170 on: February 04, 2008, 05:44:31 pm »
Just tested it on my home computer and it still crashes when it is started.  Same problem as before.  Oh well.   Not a big deal since this game would be placed on my arcade cabinet computer when it is done.

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Re: ShellShock, a game being developed for BYOAC
« Reply #171 on: February 04, 2008, 06:54:05 pm »
Well that sucks. I was hoping it might do the trick.

At least we know what is causing it.


Oh, and as long as I'm thinking about it, I wanted to answer that yes, the game will use all "arcade style" features. This means that there will be an option to Insert coins or free play, and pressing P1 to start,...etc.

The main menu will be simple, such as something you might see on an arcade machine. Menus will be navigated with the stick and buttons (No PC dropdown menu or anything like that.) The only area where I may break this is in the config. I figure you can set things up with a mouse and full keyboard since that will only need to be done once.


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Re: ShellShock, a game being developed for BYOAC
« Reply #172 on: February 05, 2008, 10:27:40 am »
I like just about all of this...really nice and smooth and the controls, sounds etc. are very good.  The only thing which didn't feel quite right to me was that I kept pressing down to raise the gun/up to lower it (the opposite of how it works) - obviously this is a very minor point and probably one that is a matter of taste...maybe a y-axis reverse option could be included down the line (or maybe it is just me ;) ).

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Re: ShellShock, a game being developed for BYOAC
« Reply #173 on: February 05, 2008, 10:47:40 am »
You can already do that.

Take a look at the data/config.ini file. All you have to do is swap the numbers for up/down. All the controls can be remapped this way. If you need to find out what numbers to use, press tab in the game. This will  let you find the keycodes. Eventually this will all be put together, but for now you have to do it manually.

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Re: ShellShock, a game being developed for BYOAC
« Reply #174 on: February 05, 2008, 01:16:58 pm »
 :-[

Cool

My only other concern is that it might not look so nice on my low res screen ;)

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Re: ShellShock, a game being developed for BYOAC
« Reply #175 on: February 05, 2008, 11:24:41 pm »
I like just about all of this...really nice and smooth and the controls, sounds etc. are very good.  The only thing which didn't feel quite right to me was that I kept pressing down to raise the gun/up to lower it (the opposite of how it works) - obviously this is a very minor point and probably one that is a matter of taste...maybe a y-axis reverse option could be included down the line (or maybe it is just me ;) ).

Nope your not the only one, I was doing the same thing. I think the default should be reversed but still you can change them using config.ini.

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Re: ShellShock, a game being developed for BYOAC
« Reply #176 on: February 06, 2008, 06:27:38 am »
I like just about all of this...really nice and smooth and the controls, sounds etc. are very good.  The only thing which didn't feel quite right to me was that I kept pressing down to raise the gun/up to lower it (the opposite of how it works) - obviously this is a very minor point and probably one that is a matter of taste...maybe a y-axis reverse option could be included down the line (or maybe it is just me ;) ).

Nope your not the only one, I was doing the same thing. I think the default should be reversed but still you can change them using config.ini.


agreed

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Re: ShellShock, a game being developed for BYOAC
« Reply #177 on: February 06, 2008, 10:40:41 am »
That's 3 votes for and none against, so I'll make that the default for the next version. Either way, it can always be changed in the config.ini.

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Re: ShellShock, a game being developed for BYOAC
« Reply #178 on: February 07, 2008, 05:57:22 am »
It could been a user options in the main menu (when added), since this is not a admin option, but more a user option....
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Re: Anyone interested in making a new BYOAC exclusive game?
« Reply #179 on: February 07, 2008, 10:59:42 am »
Pongo,

I love "ShellShock"!

It just needs scoring.  I also need gamepad controls in order to support 4 players, but I can probably add that in using joytokey or AutoIt.

Keep up the good work!





1)  Controllable missiles (they have them don't they?).  After shooting a missile, you can switch to 3rd person view and target it in.  During this time, you cant move and will be a target.  I can see this working with good dodging mechanism (which is a bit better then the aim) so you take a shot, you see the oncoming missile in 3rd person view and have to decide if yours is going to hit first or not...  If you do this, a good title could be "Hit, Miss or suicide" where you might give up the missile and start running... or assume your both going to go. 


That idea is cool, it reminds me of the Odyssey2 game "Armored Encounter" which I always thought was better than "Combat".   Considering the game play of "ShellShock" I think that guided projectiles might work better if they used a similar control method.  In "Armored Encounter" the projectiles were controlled by turnning your tank after the shot was fired.  This gave you the ability to shoot around corners but did not give pinpoint accuracy.
« Last Edit: February 11, 2008, 01:02:39 pm by ErikRuud »
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Re: ShellShock, a game being developed for BYOAC
« Reply #180 on: February 11, 2008, 12:03:28 pm »
Any news?  Can't wait for the next version!!

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Re: ShellShock, a game being developed for BYOAC
« Reply #181 on: February 11, 2008, 04:06:18 pm »
This is neat. It certainly needs a decent CPU and GPU, though.
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Re: ShellShock, a game being developed for BYOAC
« Reply #182 on: February 12, 2008, 10:51:15 am »
Still alive and kicking here. Progress has been slowed a bit due to lack of time lately, but I hope to get progress made soon.

The next release may take a bit longer, but will be a major step forward, adding the intro screen and proper game flow. (Lives/health,...) 

I can't detail things too much right now, so I'll finish this later,... just wanted to pop in quick

EDIT: ok,... more time to type now.

At this point I'm happy with the way things are working, and I'm not hearing much, so I'm going to assume things are good so far. (Or no one is playing :P ) Anyways,... I'm at a point now where I need to put the full game framework around everything, so there will be an intro/attract screen, entering credits,...playing the game with a winner decided, and back to the attract mode. After that, it should be straightforward to detail a few more things out until the game is ready to be considered final.

The major things I still have to do at this point are improving the graphics (mostly texture work) and implementing the main flow mentioned above.

Because of all this, and to better reflect where the progress is, the next version will see a big change in version numbers,... something like .5,...followed by .6,.7,... up until a final release of 1.0

And to answer to Ummon's comment above,... I think this should be able to run on pretty old hardware. Right now the Scorch marks and particles are eating up a lot of processor, but there will be an option to turn those off, which should help older systems.

« Last Edit: February 12, 2008, 06:39:44 pm by Pongo »

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Re: ShellShock, a game being developed for BYOAC
« Reply #183 on: February 13, 2008, 02:22:55 am »
.. or just half some of particles on the old machines.... Like to have a option in which level of graphics detail you want to use.
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Re: ShellShock, a game being developed for BYOAC
« Reply #184 on: February 13, 2008, 10:47:17 pm »
Quote
. or just half some of particles on the old machines.... Like to have a option in which level of graphics detail you want to use.

Yeah, I second that idea. Have a rating from like 0 to 10 for how much detail the game uses... IE


GFX detail setting:

0: Nothing special, no particles or blast damage

up to 5: Increasing number of particles, blast damage, but it doesnt fade out, it just dissapears after 2 or 3 shots are fired

5: Medium particles, with quickly fading out blast damage

10: Full # of particles, with very slowely fading blast damage.
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Re: ShellShock, a game being developed for BYOAC
« Reply #185 on: February 18, 2008, 03:33:06 am »
* protokatie enters the room...

And everyone apparently dies due to it...


Anyways: Any new updates coming along?
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Re: ShellShock, a game being developed for BYOAC
« Reply #186 on: February 18, 2008, 08:22:11 pm »
I wish I could say that a new release is right around the corner,...The last few weeks have been very difficult to get programming time in. Working long 12 hour days at the computer is making me want to stay away from the screen at night.

 Things have gone quiet here, but I figure that's mostly because the basic play is in place and now everyone is just waiting for me to get the next step out. It's pretty frustrating because I know I only need a few clean hours of computer time to make progress, and it just isn't happening right now.

Anyways, enough complaining... I have been playing a bit with the particle system a bit and changed the particles to more soft smoke fx. I really don't like it as much though, so I ended up putting the old particles back for now. I've also been doing a bit of graphic work when I get a chance, but the programming side is a bit behind where I want to be.

Sorry I can't give any more news,...I'm still on this, just at a really slow point.

The next release will be .5, and I'll be sure to change the thread title to announce when it is ready.

Thanks for your continued interest,... it keeps me going!

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Re: ShellShock, a game being developed for BYOAC
« Reply #187 on: February 19, 2008, 03:19:36 pm »
Definitely, take some time. It seems you've been at a break-neck pace since the beginning.
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Re: ShellShock, a game being developed for BYOAC
« Reply #188 on: February 25, 2008, 08:25:46 am »
No hurry, just wanna bump this to the front page to keep it in mind  :)

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Re: ShellShock, a game being developed for BYOAC
« Reply #189 on: February 26, 2008, 10:22:27 pm »
Just wanted to offer this update.

My work schedule has gotten extremely crazy, and will continue this way until early April. It is unlikely that I will be able to get any progress made until then. I have considered having a friend finish some of the code segments for me, but I'm really trying to do this on my own.

Anyways, I just wanted to get the word out that this has not been abandoned, but it is definitely on hold for a bit. Look for the next release  to be in April when my schedule frees up again.

Sorry for those that are waiting, unfortunately it's the nature of my work that sometimes it gets like this.

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Re: ShellShock, a game being developed for BYOAC
« Reply #190 on: February 27, 2008, 02:35:52 am »
I understand that.
As one of the "April" updates could i suggest a change to the map model file to a .3ds or .lwo as was discussed as a possibility, that way anybody could use Blender3D (opensourece) to create user maps.  I could help out by makeing the diffent fighting ranges from COMBAT!!! ( i think that title should have three)

I didnt find a usable -free- way of getting an accurate map crossed over.

Of course.... if it used .blend files........... (j/k)
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Re: ShellShock, a game being developed for BYOAC
« Reply #191 on: March 10, 2008, 06:15:01 pm »
* protokatie pokes head in to see what's up, as well as to bump the thread.

* protokatie looks left
* protokatie looks right

* protokatie smiles nervously.
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Re: ShellShock, a game being developed for BYOAC
« Reply #192 on: March 13, 2008, 08:59:44 pm »
nope,... still nothing new.  I'm still up to my neck in serious work stuff.

This work project will be ending at the end of the month/early April though, and I plan on jumping straight back into Shellshock as soon as I can.

Rovingmind: I'll make up a level template for you. The level loader will accept .3ds files already.


rovingmind

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Re: ShellShock, a game being developed for BYOAC
« Reply #193 on: March 14, 2008, 03:00:55 pm »
nope,... still nothing new.  I'm still up to my neck in serious work stuff.

This work project will be ending at the end of the month/early April though, and I plan on jumping straight back into Shellshock as soon as I can.

Rovingmind: I'll make up a level template for you. The level loader will accept .3ds files already.



That time frame works out great, that should be about the time i get my new harddrives installed and have everything up and running again.  I can export .3ds files fine as long as i dont have to export animation sequences, which works out well for level maps.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHH!!!!!

Pongo

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Re: ShellShock, a game being developed for BYOAC
« Reply #194 on: April 02, 2008, 09:22:33 pm »
Great news!

My work project is now complete so I will be able to continue work on ShellShock.

First I need to catch up on some vinyl orders, but I expect to be working on the next release very soon. Hopefully I haven't lost too many of you by taking a month off.

Laters!

jfunk

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Re: ShellShock, a game being developed for BYOAC
« Reply #195 on: April 03, 2008, 08:31:12 am »
Woohoo!  :)

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Re: ShellShock, a game being developed for BYOAC
« Reply #196 on: April 03, 2008, 10:11:39 pm »
This is so sweet, and I have an empty cabinet that I've love to put this game into and make it dedicated!

I'd rather the camera not follow the tank though.  I think it'd be better, more classic-like, simpler, if the camera always took the same angle/position relative to the field.  The same position as the first pic at the start of the thread, or perhaps slightly higher up.

Also, can the projectiles be set so they bounce through the field until they travel XX distance?  That would be nice.  I also noticed they can drive through each other, instead of crashing/bouncing.

Great job!!!  Glad to see some sweet, free cabinet-ready games being produced!

Wade
« Last Edit: April 03, 2008, 10:23:05 pm by Wade »

Pongo

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Re: ShellShock, a game being developed for BYOAC
« Reply #197 on: April 04, 2008, 10:59:37 am »
Thanks for the comments

You can already make the camera static. Go to the data/config.ini file and change dynamic camera to 0

And yes,... no collisions on the tanks with each other yet.

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Re: ShellShock, a game being developed for BYOAC
« Reply #198 on: April 06, 2008, 08:20:41 pm »
I didn't think this would end up being my first post on the BYOAC forums (since I'm in the process of designing my first cab) but I just got through playing this for about half an hour with my girlfriend, who doesn't really play video games much, and it was a blast so I thought I should post some encouraging words!

Keep the game simple. Keep it hectic and fast paced. Keep it kind of "cute". Those are strong points of this game! One of the comments that came out of my girlfriend's mouth was "It's like bumper cars!" and I thought that was definitely appropriate. We had it set on 2 players and 2 AI. We enjoyed tag-teaming the AIs and making them spin and spin and spin...

Here are some suggestions for further development, if you wish to hear them:

1) She found the black tank to be too hard to see against the background. I had to switch her controls to the yellow tank so she could play.
2) Have you considered making the walls semi-transparent, or perhaps translucent, so that a player can still keep orientation on his tank?
3) As a possible scoring option, rather than being an elimination where you have a limited number of lives, you can earn points for hits and play for a timed round. Also, one way to encourage different types of shots would be to give a score multiplier based on the angle of your gun. The higher your gun angle (and hence, the farther the shot and the harder to aim), the more points per hit you can get.
4) Another possibility that would be interesting is every few timed rounds, you could have a "race" round where the map is a track, and the first one through the track or maze gets bonus points... shooting scores and timer would still apply. Or you could have them keep going around and around until the regular timer runs out, and each time you pass the "finish line" you earn bonus points based on your ranking. This would mean that camping the finish line and sniping people would be a valid, and hilarious, tactic.
5) Different wall heights, so you would have to lob shots. Differing wall heights within a given map would be interesting too.
6) A "fortress" map where some players are inside "turrets" and some are in the "field". Imagine starting positions 1 and 2, with their wall bracket extended into an enclosing square, and then elevated above the playing field. Field players would have to lob shots and turret players could drop shots and would have the advantage of elevation, but would also be limited in their ability to escape shots.
7) I like the way the angle controls the power currently, but what about a "power-up" shot where if you hold your fire button for, say, a full two-count, you would shoot a shot (same speed and power as a regular shot) but it would have a blast radius, like a firebomb?
8) After "inserting coin" the player could choose from three different tank types (with slightly, though equally cute, body styles)... a "standard" which is the current tank, whose power-up shot is a firebomb; a "heavy" which moves slower but which tilts less with acceleration and spins less upon being hit, whose power-up shot is a "concussion" shot (greatly slows all tanks in the blast radius for a period of time); or a "scout" tank, which is faster but spins longer on getting hit, that has a "halon blast" shot that prevents tanks from firing until leaving the blast radius which lasts for a certain amount of time

There's just so many things you could do with this game! Pretty cool, I hope my ramblings have given some inspiration. I look forward to seeing this project continue... I will -definitely- be adding this to my cab when I build it... it has a ton of "party game" potential!

rovingmind

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Re: ShellShock, a game being developed for BYOAC
« Reply #199 on: April 09, 2008, 02:33:35 am »
I like the turret idea if there were enough players but how would it defend and measure lives? 

I just recieved a free computer with a 2.6 ghz proc.  My modeling software is getting installed on it instead.  Yayy for free stuff and family members.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHH!!!!!