So our new project is basically a reboot of our old Angels 2X project, which was itself a newer version of the Angels 22 engine utilizing the lessons learned. It will be one mission, not quite a 'game', but maybe a demo. This is because, well, long projects are hard. We're just hobbyists, so it makes more sense to make one map on our terms to showcase features and artwork, which are the most fun to make anyway. I can draw specific terrain features without worrying about them being used on other maps or missions. Programming-wise, it will be nice, since it will be possible to hardcode stuff instead of trying to make a complex framework to accommodate future missions. What there is, is what there is...
I have quite a bit of notes I took after replaying Angels 20 and Angels 22, but instead of indulging you in the idiosyncrasies of how our games work (or don't), I'll save 'em for later and get you to some sick screenshots:
![](http://members.gamedev.net/Sapo/A2X/A2X_1.png)
Pretty terrain-ish
![](http://members.gamedev.net/Sapo/A2X/A2X_2.png)
Just yer everyday Prandtl-Glauert singularity
![](http://members.gamedev.net/Sapo/A2X/A2X_3.png)
Vastly improved fire effects...
![](http://members.gamedev.net/Sapo/A2X/A2X_4.png)
BOOM! -Needs a little more vibrance, though.
![](http://members.gamedev.net/Sapo/A2X/A2X_5.png)
I just never get tired of this one...
![](http://members.gamedev.net/Sapo/A2X/A2X_6.png)
Dances with the clouds, with sick vape.
![](http://members.gamedev.net/Sapo/A2X/A2X_7.png)
A tall, modular building, with more shock cones.