Combat : Special Operations

Controlling Scope

by gekido on Feb.04, 2010, under Combat Spec Ops

Found the post that I men­tioned pre­vi­ously regard­ing con­trol­ling scope. Any­one work­ing on your own designs / games should give this a read through — I found it extremely help­ful with regards to fine-tuning and ‘refac­tor­ing’ the CSO design from the grandious orig­i­nal design into the newly revamped con­cept that I’m work­ing on currently.

Con­trol­ling Scope @ Pro­gram­mer Joe.

Well worth the read.

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Back to basics

by gekido on Feb.03, 2010, under Combat Spec Ops

Now that I’ve fleshed out the basics of what the first pass of the newly-restructured CSO is going to look like (which I will detail later) in more detail, it is time to go back and refo­cus my efforts in a cou­ple of areas, namely on char­ac­ters & weapons.

(con­tinue reading…)

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Refactoring

by gekido on Jan.31, 2010, under Combat Spec Ops

As you may have noticed, haven’t posted much of yet this year. Sort of took things back to the draw­ing board, so to speak, to try and fig­ure out the best plan going for­ward. The ‘crit­i­cal path’ so to speak that will get me to the point of hav­ing some­thing to actu­ally release.

(con­tinue reading…)

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Combat Spec Ops preview

by gekido on Nov.07, 2009, under Combat Spec Ops

I men­tioned pre­vi­ously that there was some pretty cool news in the works — and I can offi­cially con­firm that a pre­view ver­sion of Com­bat Spec Ops is going to be on dis­play at the upcom­ing IITSEC con­fer­ence in Orlando!
(con­tinue reading…)

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Quick update

by gekido on Nov.05, 2009, under Combat Spec Ops

Fin­ished another pass on the cus­tomizer, mainly cleanup and work to make it more open-ended and flex­i­ble. I’m also doing some work to sep­a­rate it from the unit cre­ation process, because it will be much more of a general-purpose sys­tem that will be used fre­quently in the game.
(con­tinue reading…)

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