As the battle in space is what we will demonstrate after the presentation it does need a lot more attention. I will do whatever I have to get it looking more interesting than blank space with a floating ball.
What the scene needs:
- Capital Ships
- Meteors
- Debris
- Full emcompassing skybox with more than dots (just having nebula on 2-3 of the sides is good enough... though not too much or itll look weird... I can do this if necessary. Just need nebula with transparency)
- AI Fighter Ships
- Turrets (I will post an art update on how these are made, as well as a wiki update)
- Energy/Resource 'nodes' (to be picked up by the player for the team)
Sam is going to work on AI, and I suppose I will too. Setting up the battlefield strategies and objectives. This will most likely take a fair bit of time to get working somewhat well. We don't want to lose just because the AI goes and crashes into things; with the complexity of working AI in with the amount of flight-physics.. things will not be easy.
I will construct a placeholder capital ship for the battlefield, with parts to target and destroy; as well as resource/energy control points (such as generators and satelites); I posted earlier on how it was going to work, so I wont be redundant and reiterate - http://randomspacegame.blogspot.com/2009/09/battlefield-orbattlespace.html#comments
I will update this post once I realise how poorly it describes what I want to do.
Additionally, here's a quick warhammer inspired vehicle and control-point I made on the 22nd; and a satellite just now.
Deepscratch is close to porting the imense amount of code for the Enhanced Weapon Systems into T3D; currently the process tick is what has issues; though, it may have more once this is fixed.
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