Urban Interactive – Project Development Blog

Boomtastic

Posted in ROTJ by urbaninteractive on February 24, 2009

Hello again,

I had a sudden moment of clarity this morning and worked out how to organise the controls of the first stage.  After watching and studying a few youtube clips of the original game, and the movie I noticed that you hardly ever see any of the spacecrafts at odd angles.  I mean in space you have complete control of 3 axis of moment, so there is no up or down, however in the movie and in the games everything is always pointing up.  I guess this is because it looks better and doesn’t disorientate the player.  So now I have organised the controls so that you can turn (bank) left and right, and pull and down to a certain height.  However I never allow the player to roll, so the spacecraft and is always upright.  This will make it much easier now to organise the flight paths of the Tie Fighters as I can simplify the AI much more.

Hhhhm what else have I done?  Oh yes, you can now shoot the plasma bolts and all the enemy craft explode nicely as well.  As shown in top right of the piccy below.

Explosion

Hopefully I will give another update next week (if the baby hasn’t arrived).

This week I have been mostly…

Posted in ROTJ by urbaninteractive on February 19, 2009

I managed to grab a few hours this week to play with ROTJ.  I’ve added the enemy plasma bolts, and I can fire them from any location and they now hit the player nicely (though still needs a little work).  You can’t shoot them yet, but that won’t be too hard to add.

I’ve also been working on the movements of the enemy.  Im not too sure how I will do this yet.  I have a couple of options.  I can give each enemy some basic flight AI, or I can hard-code fixed flight paths.  I think I will have to look around for a bit of inspiration on this.  At the moment I have programmed a makeshift AI just to see how it all bolts together.

Anyway, here’s a link to a rough video of where I am today.

http://www.vimeo.com/3287295

As I say there is no game play really implemented yet.  It’s more of an experiment to help me decide which way to program this stage.   Not sure how much I will get done next week as my lovely wife has finished work as she is about to pop.  Therefore I will be looking after her i.e. making cups of teas whilst she puts her feet up and watches daytime TV.

Quick update

Posted in ROTJ by urbaninteractive on February 15, 2009

Another week down and another good result for Wales who beat England 23 – 15.  The score didn’t reflect the game as both sides played well, but Wales just had the edge in the end.

Anyway back to game making… This week I only had a few hours to work on the game.  That said I now have nice plasma bolt working and  I hope to get a mock up of the first stage working by the end of the week (time permitting).

I’m thinking I will make the first level a lot less of a rail shooter than the original Star Wars game.  I want to give full control to the player to allow them to fly to where ever they want.  However I will also have to ensure the player has clearly defined objectives, otherwise the player may fly around aimlessly.  I’m imagining the first level in ROTJ  would be similar to the opening level of Empire Strikes Back where the AT-ATs fade into view, except the AT-ATs would be Imperial Star Destroyers.  Nothing is set in stone yet, so I will try this out and see how it feels.

Regarding the second level, I have rewritten the user control routine and now the controls feel much better.  Also the new vector drawing routine looks much better, and now there are no glitches it gives a larger scope for game play.

No news is not always good news…

Posted in ROTJ by urbaninteractive on February 9, 2009

Just a quick update to say not a lot got done last week as I was working away and only got back in the country late Friday.  Plus this weekend I travelled down to Edinburgh to watch the 6 Nations Rugby (Wales beat Scotland 26 – 13).  Since I’m Welsh I was very happy with this result, but my wife being Scottish wasn’t best pleased. 

Anyway I’m busy clearing the decks so I can work on ROTJ a bit more this week.  I’m going to concentrate of getting the Tie Fighters moving in the first section, and hopefully firing as well by the end of the week.  I will post a small video when its up and running.

3D Vector Engine Completed?

Posted in ROTJ by urbaninteractive on February 1, 2009

Hallelujah, I finally sorted out the clipping problem I mentioned in the last post!  No more stray lines popping up where they shouldn’t be.  Now we can skim along the Star Destroyers which out any glitches.  I’m quite chuffed that its fixed as it means technically the 3D engine part of the project is complete.  Now its just down to programming the game play.