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Altair55
#137021362Sunday, June 15, 2014 12:56 AM GMT

BASICS; -Every set number of points a team gets from kills, the game advances a technological stage -Both teams get points passively over time -Every stage change, everyone gets new weapons -The team that causes the stage change gets a short boost in their points GAME MECHANICS; -Built for efficiency rather than complexity -Competitive playstyle with bunnyhopping and decent accuracy -Pistol with infinite ammo, rifle with finite ammo. Can resupply with pickups around the map -Health does not regen, must resupply with pickups around the map -Map knowledge important, no radar or handholding to tell you where players are -Multiple powerups around the map from maxhealth buffs to short walkspeed boosts A few mechanics I didn't like won't be implemented, like aiming and health regen. All maps will be designed within the theme of the game. UI layout preview; /8MZrdfE
Altair55
#137049771Sunday, June 15, 2014 7:18 AM GMT

6/14/2014 notes; -implemented framework for the stage/year system -implemented and nearly finished gun scripts and models (including guis) -implemented health, armor, and speed pickups -implemented default ROBLOX killfeed

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