Very good stuff going on with the grotto, just managed a quick look, there is a ship in the mid-ground which looks like it could do with being knocked back a bit, but other than that minor detail? Great work as per usual. Will have to get to grips with the full alpha when I get the chance.
lennier1: Thanks! No, actually, that's not intentional... must have something to do with the new thruster setup. I'll look into it.
Armondikov: Shooting stuff is on my list. It may be in there as soon as this weekend.
Talon_UK: Thanks - I think most of that had to do with blending modes. The latest update should have that resolved.
So! http://www.hedfiles.net/WOSN_Alpha/GrottoTest.html
It's almost done - there's still some caustics to add to the near-camera objects, and one more level of particles, but after that, the basic scene is done. I'll then move back to the actual gameplay. I just needed to get this out of my head a bit.
Enjoy!
Armondikov: Hah. Yeah, with any luck, I'll get started tomorrow night. I have to do the status display first, though - it's all tied together.
Coolhand: Thanks man - it's going a lot slower than most of those other efforts, though.
TALON_UK: Patience, and it wont cost you a thing.
Simply awesome!
Even the music reminds me of the good old times, before games had to be dumbed down for console kiddies.
BTW: There's something you might want to look into when it comes to integrating the screen into the game.
If you move the mouse around and then click while moving (a click&drag, though not intentionally), the movements will sometimes freeze for up to five seconds. It's probably just some event handler that's acting up.
Thanks, lennier! The music is done by a coworker in his spare time, I really like it myself!
That lag has something to do with the webplayer - it's not present in either the debug or stand alone builds.
So, some updates! I've done more work for the Status Display, and fixed a whole raft of issues with different sorting problems. http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Also added some dynamic blinkie lights.
Enjoy!
Okay, so I know I had said that I had hoped to have weapon firing in there by the end of the weekend... unfortunately, I got hung up on a portion of the process I didn't think would take as long as it did. That part - where the cockpit code pulls in the stats of the ships guns and weapon locations from the normal ship description (so everything references the same things) and then plots their locations on the ship status plan, with the proper icons and such. Blindly bumbling my way through C#, until I figured out how to make it work. So the next system I need to make is the actual fire controller - the thing that keeps track of the guns, and runs everything off the ship's capacitors.
I imagine this will be a pain in the ass, but I'm hopeful I'll get through it quickly...
Here's the latest. http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Enjoy!
Coding's always a bitch, but keep at it! You got this far.
The only thing that bugs me so far is that the shake when going into the after-burning is a little intense. The frequency of the shake is just right, but the amplitude is a little high. It makes it look a bit too artificial, so perhaps tone it down by 1/3 or so. </twocents>
It's amazing to see how much was added in a very short time (yes, I know the graphics were already done).
Being a game developer (well, I'm studying, but I've made a few short but pretty complex games), I was wandering if you were using OOP for this? I've found it to be a solution to all my linking problems between one functionality and the other, and I've always used it once I've learned how.
For all my finished Trek fan art, please visit my portfolio
Armondikov: Thanks, dude! So, I reduced the Afterburner shaking strength in the latest version.
Rekkert: Yeah, it's pretty nice that a lot of that art is already done, make it easy to focus on the coding. So, yes - I'm using a lot of OOP. I'm not a fan of manual busywork, and I'd rather make a system that makes things easier down the line, even if it's harder in the near term.
So! Weapons, firing! They all fire at once, on every mouse click. There's nothing to shoot *at* quite yet, but all the code is there to support collisions and damage.
Good progress, and I had a minimum of headaches making it all work! http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Enjoy!
So! Weapons, firing! They all fire at once, on every mouse click. There's nothing to shoot *at* quite yet, but all the code is there to support collisions and damage.
Enjoy!
There are "things" to shoot at if you think about picking one of the stars in the background and hitting that. The first few times you try to target one and shoot, it's awkward, but you quickly get used to it and adjust, so the control balance seems spot on and really intuitive with the mouse.
Armondikov: Thanks! I've updated the build with some help from the Coder - the guns now fire with correct refire rates, and will fire while the trigger is pulled. http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
BTW: There's a minor bug you guys might want to look into at some point. Right now, if you fire directly into the sun, the glare effect will sometimes be suppressed, making the sun "disappear" in favor of the weapons sprites.
Okay! Updated the build!
The gunfire now illuminate the cockpit, and the status display accurately reflects the status of the weapons, their re-charge status, and fire pattern. You can switch the fire patterns by hitting "Q". The current options are All, Ripple Fire, and Cross Linked. http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
There's a bunch of other minor improvements, as well.
Enjoy!
Glad you guys like it!
Talon_UK - yeah, the control configuration stuff will be later. I'll keep that option in mind, though!
And I've updated the build since last night - I't s now got better explosions, and the explosions cast light onto the scene! I also fixed a couple of bugs with the cockpit lighting flashes from the gunfire.
Okay, update - fixed some stuff, added some reticule functionality, and better explosions and lighting...
I also sharpened up the background, as well! http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Posts
Armondikov: Shooting stuff is on my list. It may be in there as soon as this weekend.
Talon_UK: Thanks - I think most of that had to do with blending modes. The latest update should have that resolved.
So!
http://www.hedfiles.net/WOSN_Alpha/GrottoTest.html
It's almost done - there's still some caustics to add to the near-camera objects, and one more level of particles, but after that, the basic scene is done. I'll then move back to the actual gameplay. I just needed to get this out of my head a bit.
Enjoy!
That would be legen — wait for it... and I hope you're not lactose intolerant because the second half of that word is DARY!
:thumb:
Coolhand: Thanks man - it's going a lot slower than most of those other efforts, though.
TALON_UK: Patience, and it wont cost you a thing.
I'd consider this final for now:
http://www.hedfiles.net/WOSN_Alpha/GrottoTest.html
Even the music reminds me of the good old times, before games had to be dumbed down for console kiddies.
BTW: There's something you might want to look into when it comes to integrating the screen into the game.
If you move the mouse around and then click while moving (a click&drag, though not intentionally), the movements will sometimes freeze for up to five seconds. It's probably just some event handler that's acting up.
That lag has something to do with the webplayer - it's not present in either the debug or stand alone builds.
So, some updates! I've done more work for the Status Display, and fixed a whole raft of issues with different sorting problems.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Also added some dynamic blinkie lights.
Enjoy!
I imagine this will be a pain in the ass, but I'm hopeful I'll get through it quickly...
Here's the latest.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Enjoy!
The only thing that bugs me so far is that the shake when going into the after-burning is a little intense. The frequency of the shake is just right, but the amplitude is a little high. It makes it look a bit too artificial, so perhaps tone it down by 1/3 or so. </twocents>
Being a game developer (well, I'm studying, but I've made a few short but pretty complex games), I was wandering if you were using OOP for this? I've found it to be a solution to all my linking problems between one functionality and the other, and I've always used it once I've learned how.
Rekkert: Yeah, it's pretty nice that a lot of that art is already done, make it easy to focus on the coding. So, yes - I'm using a lot of OOP. I'm not a fan of manual busywork, and I'd rather make a system that makes things easier down the line, even if it's harder in the near term.
So! Weapons, firing! They all fire at once, on every mouse click. There's nothing to shoot *at* quite yet, but all the code is there to support collisions and damage.
Good progress, and I had a minimum of headaches making it all work!
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Enjoy!
There are "things" to shoot at if you think about picking one of the stars in the background and hitting that. The first few times you try to target one and shoot, it's awkward, but you quickly get used to it and adjust, so the control balance seems spot on and really intuitive with the mouse.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
BTW: There's a minor bug you guys might want to look into at some point. Right now, if you fire directly into the sun, the glare effect will sometimes be suppressed, making the sun "disappear" in favor of the weapons sprites.
Glad I could help.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
I also put together a unity Particle explosion!
http://www.hedfiles.net/unityexplo.mp4
Enjoy!
The gunfire now illuminate the cockpit, and the status display accurately reflects the status of the weapons, their re-charge status, and fire pattern. You can switch the fire patterns by hitting "Q". The current options are All, Ripple Fire, and Cross Linked.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
There's a bunch of other minor improvements, as well.
Enjoy!
Q switches fire modes.
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
:thumb:
Oh, and is there an option to invert the mouse controls? I'd guess that sort of stuff would come later.
Talon_UK - yeah, the control configuration stuff will be later. I'll keep that option in mind, though!
And I've updated the build since last night - I't s now got better explosions, and the explosions cast light onto the scene! I also fixed a couple of bugs with the cockpit lighting flashes from the gunfire.
I also sharpened up the background, as well!
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Music by:
https://soundcloud.com/jestmusic/starscape
http://www.hedfiles.net/WOSN_Alpha/WOSN_Alpha.html
Enjoy!