
MESSAGE #3 - Mar 15, 2004
The first thing that we managed to do and we are very pleased with was game loading acceleration. How did that happen? Well, some annoying problems with displaying textures have forced us to start frantic searches in the code. It turned out that there was a bug. A small one, but its correction allowed us to, among other things, increase game load performance almost four times.
Mines have been enriched with shrapnels that injure and kill. By causing the explosion of one mine we can trigger off the chain reaction in the whole minefield. It is a great method to set a trap. Draw a group of aliens into a minefield and fire at one of the mines – it really makes an impression.
We keep on working on locations. The desert ones are on the tapis at the moment. You might say – what’s the difficulty in creating Sahara? The most difficult to create are uniform texture grounds, bare walls, concrete squares, etc. I hope we did it well.
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#10 - Currency, energy weapons and missions (May 12, 2004)
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#9 - Monsters' hierarchy and a bit of history (May 5, 2004)
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#8 - Biochips, desert roses and big spiders (Apr 27, 2004)
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#7 - Alien biospheres, eggs, robots and tasks (Apr 20, 2004)
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#6 - Communicators, Mother module and shadows (Apr 5, 2004)
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#5 - A few words on cannons (Mar 29, 2004)
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#4 - Holographs, teleports and scientific biospheres (Mar 22, 2004)
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#3 - Loading times, better mines and deserted lands (Mar 15, 2004)
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#2 - Frozen biospheres, mine fields and teleports (Mar 8, 2004)
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#1 - Biomechs, catchers and marshy locations (Mar 1, 2004)
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