Urban Interactive – Project Development Blog

Small Update…

Posted in ROTJ by urbaninteractive on February 16, 2011

I just wanted to post a quick update since it’s been a little while without any news.  Real life work is crazier then ever at the moment, and I’ve been away alot so I haven’t had the time I would have liked to spend on coding.  However that’s not to say I haven’t done any.  I’ve been mostly concentrating on the movement AI, and so far its coming along nicely.  Im just tearing out my hair trying the get the craft to bank properly, but I think Im amost there.  I just need to sort out some tricky maths and then I think it will look fine.  Will report back when I have something a bit nicer than cubes flying around.

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13 Responses

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  1. Xiaou2 said, on February 17, 2011 at 9:20 am

    The problem with true 3d, is that an enemy can attack you from the rear easily, and the player just does not have the tools available to sense and defend properly.

    As a human, we can hear when things get near. In air combat, they can both hear in surround, as well as being able to pan their heads around easily to scope things out. They also have a co-pilot to scan things over.

    In 3d games, they have to dumb things down, and try to make rules which do not attack the player from behind. Also, in a realtime battle, the experience can either be a complete bore-fest, or an impossible task. So, they tweak again, on the side of boringly easy… to play it safe, so that its not ever impossible.
    (or in some cases, make everything a rail shooter.. which is awful too)

    In the end, you pretty much get crap with a free roaming 3d game.

    The better solution, Imop, is to:

    1) create pre-programmed flight paths.
    2) call randomly, based on time of last incidents (never leaving a lot of time with nothing happening), a certain # of ships, and a flight pattern set. Ships will enter the screen from a random depth, position on the screen, speed..etc.
    3) The enemies use AI to randomly choose to fire, keep on the path, or break away choosing a pre-programmed evade pattern. (with random plasmaball accuracy)

    4) certain enemies being used for background looks, IE: too far away to hit, but make the screen appear that there is a lot more action happening.
    5) Enemies that flee the screen, past a certain distance, will be auto-terminated.

    This will result in an experience that still is random, yet is controlled to the point of providing an excellent experience every time played. Depending on the games difficulty level, level attained and other factors… the time for each encounter, the number of attackers, the complexity of the flight patterns, the speeds, the evasion tactics, fire accuracy, teamwork/setups, etc.. all will be easily adjusted and controlled.

  2. shrunkenmaster said, on March 11, 2011 at 9:47 pm

    Hello my good man,
    Keep up the good work. This is the ONLY worthwhile Star Wars “special edition” that’ll actually be worth waiting for. I’m building my SW cab in the hope that one day I’ll be able to play all three games in vector format!

    Best wishes,

    Ian

  3. hardwired said, on May 18, 2011 at 11:23 am

    I definitely think you should remake the Star Wars and Empire Strikes Back as well with the new engine…

    That would make your star wars cabinet totally unique!… 😉

  4. RB said, on May 19, 2011 at 4:13 pm

    Just curious if any work has been done recently…. very excited to see this completed!

    • urbaninteractive said, on May 29, 2011 at 7:37 pm

      Hi. No big progress at the moment, but Im still working on it. Just finishing off an iPhone game at the moment, then I will be back to this 🙂

  5. Ryan said, on January 27, 2012 at 7:22 pm

    Been some time, just checking if anything is happening or if other projects have taken priority.

  6. londonmidlandrry Barcrest said, on January 30, 2012 at 2:34 pm

    Somone posted up a better video of the sharp version…

    Take a look, also any news? It’s been a year…

  7. atariandre42 said, on February 22, 2012 at 11:34 pm

    Great progress !!! It looks totally amazing, so smooth !!

    Do you think an Amplifone monitor would be able to handle all these vectors, esp. the explosions (which are great) of the Ties ?

    Would it be possible to run this on a PC hooked up through a Zector on a real vector monitor ?

    I own a Star Wars cockpit (with SW/ESB kit) but if I could somehow play this on it in the future….that would be a dream.

  8. TrevEB said, on March 3, 2012 at 9:55 pm

    Just got to thinking about this title again. Hope you can pick it up again soon. In the meantime the old link to the ROTJTest.zip is gone. Would you repost it somewhere.

  9. VJ said, on July 14, 2012 at 11:19 pm

    Just bumping this post to see if it’s still alive.

  10. Ryan said, on August 9, 2012 at 9:11 pm

    Just checking again….anything still in the works?

    • urbaninteractive said, on August 14, 2012 at 10:10 pm

      Hi. Thanks foe the interest. Actually progress has been made. I’ve been working and have completed a full rewrite of the engine using a new multi platform language. This means I can compile the game to Android, iPad etc as well as to windows. I’m just in the middle of a quick port of the original sw arcade game to tablets to test everything out. I will post a video soon.

      • Ryan said, on August 31, 2012 at 10:07 pm

        Well as soon as it is finished I will gladly pay for a copy of the game. Looking very forward to your release!


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