But this game could surely have been just as much a pure, sprite-based 2D game without the evident hassles of making it 3D almost just for the apparent sake of it? And it wouldn't be a lesser game because of it. I do appreciate that a lot of work went into this and I'm glad it made the deadline. I know pretty much what the author was trying to achieve here, but I think it would have been a much better game if the 3D idea was knocked on the head (for this particular game) and kept things entirely 2D, concentrating on gameplay, graphics and AI. The music (3DzForMe strumming his guitar I think!) and the er... 'peculiar' earthquake
firstly, thanks for the heart felt feedback - it was my son on guitar - I'm by no means that accomplished - I can knock out the chords for the house of the rising sun but that's about it!
To your point about the 3D, I appreciate my game is pretty much in prototype land - given another 10 days of coding time (excusing work, family life, laundry and blah) that kinda equates to a month - I reckon I'd have realised my goal of taking Boot Hill right into 3D land - which is pretty much what StevieG managed to do with Gunstar (defo Defender 2D style re-worked into 3D with style).
The flood element quite simply wouldn't have worked well in 2D - I'm not saying it worked well in my version of the 3D - I'd so many ideas - just nowhere near enuf time for implementation.
Thing is - I loved even getting it to this stage, even though I burned some serious coding time getting it this far

Revorting to 2D would've seen my gameplay increase ten fold - seeing as I was even fighting with getting the 3D cameras to bend to my will in the end. I'll aspire to StevieG's level of 3D aplomb - although I'm about 8 years behind on the drag curve

Qube, thanks again for another inspiring competition which really got the creative juices going. Happy coding folks
