Levels, levels and more levels

Well, I saved the actual gameplay for last… which I tend to do for some reason. But now that the framework and supporting functions are done in Every Other Shooter, it’s now time to design and implement the 30 levels I have so cleverly named…

Seems that a combination of waved spawings along with both random and timer based spawning (for more specialized enemies) will be included in the level definitions. Once this is done, time to tweak enemy AI and get the game balance right.

In other news, our resident 3D maniac is hard at work on “Exodus”, our first FPS using the Unity game engine. It’s coming along rather nicely I must say! Has the dark tropical jungle feel of Turok going on… storyline is also being developed as I type this… more later.


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