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Random quote: "If you want a product with certain characteristics, you must ensure that the team has those characteristics before the product's development." Jim and Michele McCarthy - Software for your Head

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Squad-Based Tactics

Another dead project of mine from 4 or 5 years ago. It never did make that summer release. :P

Squad-Based Tactics is the 3D first person shooter I am programming using the Truevision 3D engine for Visual Basic. Right now I am expecting to release an alpha, or if you're lucky, beta version by the end of the month. The game will be totally free to download at my website. Right now I am planning on having three modes; deathmatch, single player, and Squad-Based Tactics. Deathmatch is what you are going to see during the beta. It is going to support online multiplayer, LAN, and single computer multi player. It will also be possible to connect a single computer with 2 players to an internet game or an entire LAN to a server. Here is one of the first screenshots taken of the game in development. The model is the shotgun model from Half-Life and the map is Stalkyard, but we will replace the maps and models with our own once they are made.

We will be using Directx and Truevision to have the best graphics possible. Water in the single player will be done using cubic environmental maps, shaders will be used, among other new technologies. Of course, since everyone doesn't own GeForce 4s, we will make all recent graphical advancements optional so that they can be turned off if they bring the fps down too low.

Squad-Based Tactics (the mod) will be an online warfare simulation where points are awarded for team play rather kills or deaths. There will be a class based system like in most team play based games and balanced out weapons. More info as it comes...

Beta and alpha versions are to be scheduled for this summer. We are expecting the first alpha to be released by the end of the month, but don't count on it. Development is going faster than we expected, however, and we are making decent progress (about 7%). Also, we are in need of level designers, 2d artists, music composers, and 3d modellers. If we can't get any then development will be slower, but I will do the work myself. I already compose music, have experience in modelling, use Photoshop, and map for Half-Life/CS. All of the testing slots are full.






 
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