Oh my, I'm really getting busy with TAGAP and TAGAP 2. It seems most of my free time lately has been spent either on TAGAP v1.7 development and testing or TAGAP 2 content creation. No, I don't mean it's a bad thing, on a contrary, but once TAGAP v1.7 is done and released, I'll take a short, day-or-two break from developing games and spent it exclusively playing games. I still have bunch of games, including King Kong, Clive Barker's Jericho and Assault Heroes 2, waiting unopened.
Actually it might be that playing games doesn't count as a break from game development, as playing games is every bit as important part of it as is programming and design. If you don't play games and don't know why or how they work, you won't get far. Still, giving the very different atmospheres and settings of the games mentioned above I strongly doubt any of them will work as an influence for TAGAP, but you'll never know.
In any case, the patch is coming together pretty well. Implementation of the new difficulty setting has been surprisingly painless process so far and it works pretty well already. There are still a several hick-ups here and there, but nothing sleep-wrecking. TAGAP 2 is also getting meatier day-by-day. I'm still being frequently surprised how vivid everything looks as compared to the first TAGAP, despite using the same core engine.
But hey, I've spent too much time writing already, Pablo is anxiously waiting for a test-fight with the brand new, redesigned enemy tank. I'd better do what he wants or I'll have a virtual Uzi pointing at me! 😬