The banners I actually made for the sake of
gameplay. I will have a lot more things that
let you know what side you're on. It isn't
supposed to be completely historically
accurate but it is supposed to give the feeling
of ancient china. I'll think about taking out
the english writing but I think it might help
as far as gameplay goes. I want to smooth
out the texture on the wall to grass but that
could get rather difficult with the small texture
scale I'm using. I try to get it but I won't
promise anything just because I am starting
to hate 3do architecture since it isn't
predictable. I've been having all sorts of
problems with my 3dos and the flicker cog.
It seems to not positon them with the correct
yaw when it recreates them.
I love ancient history BTW Zagibu. It is one
of my favorite subjects though I'm much too
big of a nerd to go into anthropology or
archeology.
Hmm catapults?
good Idea. I think We
could use the same cog for this level (new model
though since the other one is noob work). I've
realized that it isn't syched though. I will have two
lakes in the level so maybe we can make two that
can launch from lake to lake. I want a cog that will
allow you to climb ropes as an alternate way of
getting on the wall. I was thinking something
with attaching the player to an object at activation
of the rope and then allowing the player to walk
up the rope using animations and thrust or any
way we can get it to work.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?