Monday, September 7, 2009

much much better progress

the look for the radar at the moment :
green for vehicles (note yes it is a bouncing boulder it actually somehow qualifies as a vehicle...) and red for people, that go darker/lighter smaller/larger less/more opaque depending on the range form the player

its taken more than 16 hours, but that was more to do with my unwillingness to admit defeat and start again, than the actual coding, which i could probably do now in under 1 hour...
[edit] : 9/9/2009 4:00pm :
spent another 2-4 hours on this, got it working much better, and moved some more of the controls, to torque script (why was i using hardcoded values anyway ARG!)
so if anyone wants to see it, or test it, at all ::
let me know if you guys want anything else put in, or taken out or anything
[/edit]

1 comment:

  1. Nice work Graham; of course im still telling gonna' say the sphere is broken :D

    TRIANGLES!!

    But in any case, its usable - if you'd like to make further changes go ahead ill put up another task (if you do) and update it.

    Up next, if you'd like to have a shot at it, is the targetting system. Now, this can apply to both player characters and their ships; so prepare an idea beforehand.

    (We'd like to be able to target stuff then apply actions using those stored object IDs). Like 'talk to' etc. Or in the ship-combat case, 'fire pewpewlazors'!

    Goodluck.

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