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Early demo file.

 The player model and equipment is a little old.
I'll probably be redoing them later with higher poly count and better textures, but for now they serve well enough for testing.

I'm releasing an early demo file for testing.
You'll need a fairly modern graphics card if you want to get the full experience, non-existent graphics cards or very old ones will give strange results.

You can pick up the demo from here.

Here's the instructions I posted on the Blender Artists thread where I usually go for feedback and game engine related support:

I've been doing a lot of work on this and I could do with some feedback.
You can move the character around the map by using the left mouse button and clicking on a tile within her run distance (about 15 squares).
Pressing space will freeze the game and bring up the mini-map. I've not added the keys for going back to the main game yet, so you'll have to esc to exit. It's just to see the map and give feedback.

Right clicking on a valid square will place a slime monster and as you move the game should give feedback about your LOS to that monster.

Not much to do yet, but I'd like to hear from you as to whether all the textures are showing up OK and if there's any strange behavior. I also need to know what kind of frame rate people can get from the game at this early stage. 

For non blender users you'll have to download Blender from Here.

You can make the game run by pressing the "p" key on your keyboard.

Later I'll be bundling the game as an .EXE or whatever so you won't need Blender to run it. But this is just an early test of the game environment.


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I'm going back to my real time tactics project, Vinland 1936.
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After a few weeks I'm getting near the the state I was in before.

Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.


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