Alright fellers, time for a progress update.
INTERNAL VERSION D- Mal`Ash is now functionally complete. Needs: Voices, effects, timing. Comet Storm needs: Randomized asplode.
- Zeus is now semi-functional with Eye of the Storm finished.
- Syrius is virtually complete with sounds and all. Needs damage to be fixed.
- Began selecting tracks for the new soundtrack. All trailer music stuff is going to be removed (ie immediate music), to avoid potential complications with a widespread release and aggressive copyright holders (Unlike everyone else, IM and TSFH are actually trying to shut people down who use their music). Plus they're overused as hell now.
- Sent off 2 new grps to HKS for a better resize then what I can do.
- Sent off the Shard of Darkness to HKS to resize it for a better quality graphic.
- Reduced the Shard of Darkness' speed to its intended parameters. (Stupid hero flag not actually removing hero attributes...)
- Some code cleanup here and there. Some sounds added to stuff.
- Fallen Hero added with main attack functional but not nearly finished.
- I'm sure I fixed some random stuff I can't remember.
- Some new menus by HKS with better maplisting sizes.
On the horizon -
- Abomination, unknown melee unit.
- Gatekeeper of Chaos, melee unit with pulse attack.
- Chaos attack for Heretic Wizard.
- Cleanup of Ravager code.
- Massive pulse weapon for Fallen Hero.
- Removal of Well of Suffering from Doom Chariot. Improving Eternal Peril damage + crit chance.
- Enable all of the new stuff for Armageddon to play with and verify they actually work.
Stuff I need to do soon-ish -
- Get a source graphic for Fallen Hero, have p_q rename it, have HKS resize it to be a bit bigger than the existing one. Configuring script to use the new animations + casting animation.
- Decide what units in my concept I'll be keeping and what ones are superfluous.
- Find a new source for effects graphics. Shit, I'm running out! I don't have any more graphics for projectiles besides a handful reserved for some existing units and 2 for new ones!
- Start adding the (huge) number of casting effects to various units.
- Start giving all of the units unique sounds.
- Take Ashara's $P and revamp it for use in AO as the new protoss AI.
- Ask Baja to update his Ghostbuster's terran AI to its final version.
- Try to figure out how to adapt my knowledge of effects in 3ds max into stuff for the mod. Afterburn explosions, anyone?
- See if I can get the AI to create buildings as units (They wouldn't do it in ITAS)
- Create an environmental test effect.
Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.