Tuesday, October 27, 2009

Flight Test

This has been delayed a lot - keep in mind that space is quite empty - we don't have much in it - and many things are WIP. It won't be set up instantly - but with a little collaboration we can get it under way and done before Monday.

This test may as well have a little bit of pragmatism behind it:
  • Calibrate Controls - just alternate the speed and weight of vehicles to suit dog-fighting between players.
  • Review the Area - we need to know how to place things - what to place - and such...
  • Discuss expansion - what needs to be added - particular to the ships and their weapons (new weapons with harder hitting things that have ammunition are not hard - while things such as targeting systems and such are a more lengthy and difficult creation
Additionally - I've just fixed the turret resource - which I broke. I've uploaded an example turret called simpleTurret. You can use this for reference; and create your own turret if you'd like. I've not tested turrets mounted to ships yet.

Edit

If any programmers need a task check the comments on this post - we do need a few things done, especially in script (some of you have Tscript assignments that need completing). Be sure to note down what you alter and what file it is in, when you work on the project.

The scene I'm trying to create is the mineral-harvested moon of . It seems we are always lacking names here at... random space game! Where is our crazy gibberish speaking person?! Anyhow, it is a moon half destroyed, covered in holes and an old mining site. Because this game has a post-apocalyptic background, it's suited to the lack of resources etc - as the area is a battlefield for the control over the mining site.

2 comments:

  1. I'm working on setting up the scene - still - I'll do as much quick-modeling as I can to add detail - need to start using LOD on a few things to limit the render - especially with high detail models.

    Mounted Turrets work fine - the only problem is that they use the world transform (X,Y,Z) - turning the ship upside down results in bad rotations.

    Tested multiplayer with Will using the Stinger ship; ship impact damage and impulse needs tweaking; as does the speed and math of projectiles and ships.

    Additionally - we need to work on..
    scripting new weapon types
    adding another trigger for the secondary weapon
    fixing rigidShape - so i can tumble etc in space

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  2. Control Points need a larger trigger area :)

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