Stage 2: Maps and Animation.


Here's a special 'bonus': a sneak preview of the new 'crash-test dummy' character models, standing in the new (possibly temporary) lobby map (it was included as a pre-built example in a 'kit-bash' *level-design package.  You guys should see them in the next update, but the character models will only have basic functionality until I can work out some animation and skeleton issues.

The current arena map is going to remain in place while I try to flex my (sadly underwhelming) level-design skills to create a new one (or two, or three).  I also plan to add a few temporary 'test' maps, to see how the mechanics work in an actual playable environment.  I'm also working on a fix for the 'session search' crash bug.  That will definitely make it into the next update, along with a few other quality-of-life fixes that I've had on my list for a while (cross your fingers for LAN sessions!).

In terms of the single-player experience, I plan to put a temporary map in place soon, with some basic gameplay.  Level design is not among my strongest skills, so the final product will most likely take a bit longer to produce. 


I hope you're enjoying what I've built so far.  There's more to come, so check back often!

Frednotbob.

*(for those that aren't familiar with that term, 'kit-bashing' means you're taking a bunch of miscellaneous and/or inexpensive assets and parts (for example, two or three five-dollar model kits) and seeing what you can build from them.  Most of the single-episode ships and star-bases seen in the Star Trek franchise were created via kit-bashing, before switching over to pure CGI during the run of Star Trek: Voyager).

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