Bespin Ahoy
I've been dreaming recently of where to take this little game of mine. The theme is actually kind of the hardest thing for me to settle on. There's infinite possibilities, really, limited only by my own imagination. Fortunately for me, I have a wild imagination. Unfortunately for me, I need to settle on one single idea and, as stated previously, I can be indecisive.
I've been thinking lately of graphical non-sense, for some reason. Like, how I will draw the moon in the sky and how I will light it? ...How I will draw clouds in the sky and allow the player to fly through them... perhaps hide in them, and how the light from the ship's guns will illuminate the clouds. How the backgrounds will show local detail when near the ground and also power lines going off into the distance, how that will grow into distant cities and lights and fields as you gain altitude. But ehh... all this stuff should be among the last things addressed - the art, the atmosphere, and the polish. Bleh, well I guess it's probably important in keeping me focused on the game and not too focused on the mundane aspects of it, so... Dream on!
Progress
Last night I came to a realization that I was over-complicating a few things. If the enemy needs to change heading and speed, then I should just let them do it, not worry about queuing and prioritizing and all that nonsense. The code will be simpler. The bookkeeping (See that? A word with 3 consecutive double-letters... crazy!) will be lessened. The enemy will behave much more player-like also. I put some work into streamlining this process. My enemy can now adjust angle and change speed at the same time as I'd wanted. As I left it however, the enemy does not re-adjust angle as needed... the enemy will set his desired angle, change speed, and as a result of acceleration the required angle-to-destination will change.
On The Docket
First: Allow the enemy to adjust his angle on the move. Also, lower his cruising speed, cause currently it's at 50% and he kinda books it.
Second: Make the enemy monitor his progress to his destination and then slow down and stop when he arrives.
Third: Make sure he'll do his thing in continuing to the following waypoints and back again as necessary. (think this should already work, just haven't been able to get him to make it to the first waypoint yet... hehe)
With these 3 things done, the enemy Patrol AI will be complete for now and I can begin working on Attack mode... need to work on guns and bullets and whatnot. Fun stuff!
I've been thinking lately of graphical non-sense, for some reason. Like, how I will draw the moon in the sky and how I will light it? ...How I will draw clouds in the sky and allow the player to fly through them... perhaps hide in them, and how the light from the ship's guns will illuminate the clouds. How the backgrounds will show local detail when near the ground and also power lines going off into the distance, how that will grow into distant cities and lights and fields as you gain altitude. But ehh... all this stuff should be among the last things addressed - the art, the atmosphere, and the polish. Bleh, well I guess it's probably important in keeping me focused on the game and not too focused on the mundane aspects of it, so... Dream on!
Progress
Last night I came to a realization that I was over-complicating a few things. If the enemy needs to change heading and speed, then I should just let them do it, not worry about queuing and prioritizing and all that nonsense. The code will be simpler. The bookkeeping (See that? A word with 3 consecutive double-letters... crazy!) will be lessened. The enemy will behave much more player-like also. I put some work into streamlining this process. My enemy can now adjust angle and change speed at the same time as I'd wanted. As I left it however, the enemy does not re-adjust angle as needed... the enemy will set his desired angle, change speed, and as a result of acceleration the required angle-to-destination will change.
On The Docket
First: Allow the enemy to adjust his angle on the move. Also, lower his cruising speed, cause currently it's at 50% and he kinda books it.
Second: Make the enemy monitor his progress to his destination and then slow down and stop when he arrives.
Third: Make sure he'll do his thing in continuing to the following waypoints and back again as necessary. (think this should already work, just haven't been able to get him to make it to the first waypoint yet... hehe)
With these 3 things done, the enemy Patrol AI will be complete for now and I can begin working on Attack mode... need to work on guns and bullets and whatnot. Fun stuff!

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