Well, there’s been some interest. Thanks to Sslaxx and CJ 2xSaI is the way forward, keeping that retro look. I’ve actually got around to going over the old code today, after getting bored with The Tenth Crusade’s model animation code. I’m still in the process of carefully blending the last version of Target; 2006 with the incomplete (but still better) DS version, and that in itself is throwing up a whole bunch of new bugs.

I’ve also merged the menu code from The Tenth Crusade, which means that Target; 2008 now has totally redefinable controls at last. The big hold-up before I release anything else, though, is the AI. I rewrote it from scratch for the DS version, and it’s a big improvement; enemies surround the player and mercilessly beat the crap out of him. The only trouble is that having been ported from the DS it’s all focused around player one, and players two to six are just ignored by the mob. With a spot of luck this won’t be a difficult thing to tweak.

Of course, it’s almost five in the morning, so there’s a non-zero chance that all the code I just wrote is gibberish and I hallucinated the testing. Erk.

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2 comments untill now

  1. [...] …for a new release, that is. It’ll be totally overshadowed by the start of this year’s Retro Remakes competition, but still, it’s coming. Look! I even solved my stupid animation problem! [...]

  2. Hooray for redefinable controls! And that AI sounds like a lot of fun.

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