4 Breakfast Shots to the Gut
Got up early and went up to the Hammond DMV this morning to get my license reinstated before it became suspended. I got a BS speeding ticket a couple months back, was going to defer it, but missed the due date, so they started the whole license suspension process. But that's done and taken care of now... Phew! Ate some BK Breakfast Shots on the way up there and... wow, they kind of turn into rocks in your stomach. Blech.
Progress
Last night I accomplished a number of things... Fixed some issues with the accelerate/decelerate code that remained from the other night. It wasn't behaving properly when I would decelerate to 0% speed and then continue in the backwards direction. But now, it will turn the ship around and head back the other way properly.
I also enabled a switch so that L/R could always mean Accel/Decel regardless of direction facing, or L/R could mean Accel or Decel depending on which way the ship was facing. I had intended the L=Decel/R=Accel scheme to be the default, but upon testing it comes across as a little awkward to me... so it will be available as a control option to the user in the end, but it will not be the default scheme.
Next, I enabled the rotation of the ship with the Up/Down keys. This was very very simple. I also put a switch in so that controls could optionally be Inverted (pilot controls). I will likely make Inverted the default, but, playing Halo often I know many people just can't handle Inverted controls, so an option was necessary.
Then, I took care of the Climb/Dive controls and ship movement. I mentioned there would be fancy math involved with that, but it turned out not to be anything too crazy. It simply rotates the ship with Up/Down and then instead of moving the ship strictly on the X-axis as it was before it uses some Trigonometry to find out what the X and Y coordinates are given a certain speed and a certain angle. Done and done.
Finally, I did some setup of the camera for a tracking system. I got the basis down... the camera will have a GoalPosition to try and track to and will constantly be panning around trying to catch it... I think this will result in some smooth panning regardless of how quickly the ship is flying around. I also set it up to use the same Trig code for linear destination to set the camera GoalPosition to X distance in front of the ship's heading. My first run of it it didn't work perfectly, but that's to be expected for a first run. I will tend to this more next time until it's solid.
The Agenda
Next time I sit down at the PC (I say next time, cause I have to work like 40 hours in the next 3 days and who knows when I will code again) my 1st goal will be to iron out the kinks with the camera tracking system. Once the tracking system is done, the 2nd goal will be to get the camera zoom worked out right... I need to find a sweet spot of zoom depth which will allow the user to see his surroundings well enough to understand where he is, and also set it up to zoom out slowly as the ship's speed increases so that the same relative alertness of the play field is available when flying around. The 3rd goal will be to restrict camera movement to within the borders of the map area. Right now I'm testing with a 5 width by 2 height tile set, but there's nothing keeping the camera there. Once the camera is restricted, the 4th goal will be to restrict the ship's movements to within the map area.
Progress
Last night I accomplished a number of things... Fixed some issues with the accelerate/decelerate code that remained from the other night. It wasn't behaving properly when I would decelerate to 0% speed and then continue in the backwards direction. But now, it will turn the ship around and head back the other way properly.
I also enabled a switch so that L/R could always mean Accel/Decel regardless of direction facing, or L/R could mean Accel or Decel depending on which way the ship was facing. I had intended the L=Decel/R=Accel scheme to be the default, but upon testing it comes across as a little awkward to me... so it will be available as a control option to the user in the end, but it will not be the default scheme.
Next, I enabled the rotation of the ship with the Up/Down keys. This was very very simple. I also put a switch in so that controls could optionally be Inverted (pilot controls). I will likely make Inverted the default, but, playing Halo often I know many people just can't handle Inverted controls, so an option was necessary.
Then, I took care of the Climb/Dive controls and ship movement. I mentioned there would be fancy math involved with that, but it turned out not to be anything too crazy. It simply rotates the ship with Up/Down and then instead of moving the ship strictly on the X-axis as it was before it uses some Trigonometry to find out what the X and Y coordinates are given a certain speed and a certain angle. Done and done.
Finally, I did some setup of the camera for a tracking system. I got the basis down... the camera will have a GoalPosition to try and track to and will constantly be panning around trying to catch it... I think this will result in some smooth panning regardless of how quickly the ship is flying around. I also set it up to use the same Trig code for linear destination to set the camera GoalPosition to X distance in front of the ship's heading. My first run of it it didn't work perfectly, but that's to be expected for a first run. I will tend to this more next time until it's solid.
The Agenda
Next time I sit down at the PC (I say next time, cause I have to work like 40 hours in the next 3 days and who knows when I will code again) my 1st goal will be to iron out the kinks with the camera tracking system. Once the tracking system is done, the 2nd goal will be to get the camera zoom worked out right... I need to find a sweet spot of zoom depth which will allow the user to see his surroundings well enough to understand where he is, and also set it up to zoom out slowly as the ship's speed increases so that the same relative alertness of the play field is available when flying around. The 3rd goal will be to restrict camera movement to within the borders of the map area. Right now I'm testing with a 5 width by 2 height tile set, but there's nothing keeping the camera there. Once the camera is restricted, the 4th goal will be to restrict the ship's movements to within the map area.

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