The game currently has the following features coded and mostly working:
Here are some ideas that are not yet completed, but are on the drawing board
and slated for eventual inclusion into the game:
- A kick-ass physics engine, with real Newtonian mechanics
(in case your hovercraft breaks down and you need someone to repair it).
For example, getting nicked by a rocket might very well send your craft
into a spin. And driving your hovercraft up the tunnel wall is not only
possible, but damned necessary for survival.
- Portal-based visibility culling, which not only makes the game
speedier than a greased weasel on an inclined plane, but also allows cool
effects like, well, portals from one region to another.
- Automatic tunnel generation. Given nothing more than a bunch
of line segments representing the tunnel paths, the game engine can generate
the appropriate 3D models for tunnel walls, branches, and intersections. We
do the tough stuff so you don't have to.
- 22-bit mipmap tapestry aliasing. Okay, so we made that one up.
- XML-based menus, allowing the ultimate laziness in menu
- 3D particle system for generating sparks when you grind up a
little to close to the wall of a tunnel, and smoke trails for various
- Static and dynamic lightmaps, using the multitexturing
capabilities of your 3D hardware to really bring the tunnel to life, so to
- Client/server network architecture with server-side cheating
prevention designed right into the game from the beginning.
- Advanced weapons customization. You can not only equip yourself
with a large selection of custom weapons and peripherals, but you can even
design and build your own.