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.
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Well worth the read.
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.
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.
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 conference in Orlando!
(continue reading…)
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…)









