Urban Interactive – Project Development Blog

Screenshot Saturdays…

Posted in ROTJ by urbaninteractive on December 5, 2010

Jerky recently asked for a new video so here it is…

It shows the free flight mode I’ve been working on. You will notice you can roll left and right and dive up and down.  This makes sure everything is pointing the right way up and stops the player becoming disoriented.  The height / depth is also limited so you can’t just fly out of the arena.

I’ve also started work on the explosion, but there more to do on them.  As you can also see the engine is much smoother that the original engine I wrote last year.

For those of you who are on twitter I plan to most Saturdays put up a screen shot of what I’m working, alternatively you can see my tweets here on the right hand side —>

Next to do is finish the explosions, and then start adding some AI for the enemy.

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9 Responses

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  1. RB said, on December 8, 2010 at 11:21 pm

    It is looking awesome so far, keep up the great work!

  2. opt2not said, on December 8, 2010 at 11:40 pm

    Incredible work! Man, I wish I could run this on a vector monitor…I’d love to see that vector’y monitor glow playing this!
    Can’t wait to see it done. Glad to see you’ve picked up momentum!
    –cheers–

  3. urbaninteractive said, on December 9, 2010 at 5:25 pm

    Yeah it would look very sweet on a vector monitor…. Not sure it could handle it though as there is a lot of lines. Reference the glows, indeed its something I want to add. I will do it using Open GL Shaders and I’m currently reading up to see how to do it.

  4. Xiaou2 said, on December 11, 2010 at 7:14 pm

    Its Getting there. Nice speed btw. Some feedback:
    1) The movement doesnt look right. I believe there needs to some delay from the time you move, to the time the camera/ship moves. The crosshairs should move without delay, but the ship should have some delay.
    2) Leave the Crosshairs up all the time. If an enemy comes up, you want to know were your gun is currently pointed, and how far you need to move to get it to hit the target.
    3) Rather than limiting the ships control… just wrap the map. That way, if you fly too far down… you would just wrap up to the top of the world. Same for left to right.
    4) Make sure the larger ships are moving in multiple vectors & speeds, rather than just Parked. They should also have laser turrets firing at different targets, & at your ship when u get close. Accuracy & delay should be adjusted so as not to be unfair.
    5) Auto-Targetting is too easy/cheap.
    6) The LaserBeams should be a little off at random angles, so when the beam gets very far out, it will be less accurate. There should probably be a limit as to the distance your beams can actually travel before its useless/powerless to do any damage.

  5. urbaninteractive said, on December 12, 2010 at 12:27 pm

    Hi Xiauo2,

    Thanks for your comments. A lot of what you see isn’t final. For example everything is static today, and only the player moves. This is just to test the rendering speed (which is good). Indeed they will all move. In fact they will they will all be be pointing to the death star to start then slowly turn, as they retreat and engage the star destroyers. The star destroyers will have cannons which you will be able to blast as well.

    There is no auto targeting today, in fact there is no targeting to speak of. For testing the explosions I simply pick anything under the mouse cursor and blow it up. In the final game distance will play a factor along with how many times the enemy ship has been hit i.e. its health.

    I’m not sure about wrapping the game area would work. For example if fly continuously at the Death Star and the game area wraps around you would suddenly end up behind all the Star Destroyers?

    Cheers,

    Andrew

  6. Xiaou2 said, on December 14, 2010 at 6:32 am

    Heya Andrew,

    Think about it like a racetrack… If you run past a man standing still that is facing you, when you make a lap, he is still facing you.

    The biggest problem would be that you couldnt go behind or into the DS (deathstar).
    The original also worked like this too. The DS was not reachable till the stage was clear. You could never get to it, no matter how far you flew… cause in reality, you are flying on an infinite treadmill worth of space. Basically, the ship does not move… but you instead are moving the games wrapped space.

    Its not realistic, but if you are going to limit flight realism by making invisible walls… then I think its the better option to use a loop system. I simply cant stand racing and other games that put phony barriers up. It ruins the feel of the game, and creates more gameplay problems than it solves. IE: Imaging trying to dodge fire or being chased, and end up crashing into an invisible wall,making a complete dead stop.

    So, instead, the game would operate like a 3d version of Defender. Which is pretty much how the originals worked as well. I think its a much better, and much more fun, solution.

  7. Xiaou2 said, on December 14, 2010 at 6:55 am

    When the Shields drop (game mode/level change) ,and u can attack the DS, the treadmill effect will stop.. and you will then be able to gain ground towards it. The distance to the DS will still take a little bit of time to get there, and all the while still fighting off attackers.

    Also note, I think the scale is a bit off on those Star Destroyers. They were miles long compared to your puny ship. Not sure if its possible to scale up like that tho. Probably would need some metal surface “panel lines” so you could tell the difference between space and ship surface. Might be asking too much for that kind of detail & or processing power. Most important is speed & intensity of course. Those cant be sacrificed.

  8. Xiaou2 said, on December 14, 2010 at 7:14 am

    Ehhh. I forgot. Before the ‘full’ attack on the actual DS, you would have the stage change to endor. Where the speeder chase would take place, as well as possible ATAT walker level. The game could jump in and out of various scenes (as individual levels), much like the movie did… as many things were happening at the same exact timeframes.

  9. urbaninteractive said, on December 14, 2010 at 7:31 am

    Yeah I understand the concept of making it wrap around and have used that method in a Defender type game I wrote, but I’m not convinced its a good fit here. It works well if you have no clearly defined start or ends to your level. Here we have the problem of the DS. I just can’t help feel it would be very odd to fly directly away from the Imperial Star Destroyers, but eventually you would pop up behind them.

    The method I have employed is subtle. You don’t suddenly hit a wall and stop, instead you slowly level out to a maximum or minimum altitude. For now I’m not going to get too hung up on this part as I want to get other things moving, like the rebel fleet 🙂 Once the game is in a more playable shape it will become clearer what the best method will be to keep the player in the game arena.

    With regards to the scale I have proportioned everything according to the lengths provided here…

    http://starwars.wikia.com/wiki/Battle_of_Endor

    In the background are star destroyers, and not executor dreadnoughts (which are way bigger). For the dreadnoughts indeed I think I will need to add some additional panelling, and perhaps this will only become visible the closer your are to it (LOD).


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