New weapons and models in action. Here some fighter class ships attack three frigate class ships. They do an “aggressive attack”, meaning that they only maximize their damage on the enemy. First they attain the same velocity as their target, when that is achieved they continue to shoot at the enemy. The frigates just moveContinue reading “Aggressive attack mode”
Took some time to divide weapon and turret models into size classes, but here you can see some of the results. There are turrets of four different sizes. Bigger turrets are needed for bigger weapons, but smaller turrets are much faster to move and will track small targets better.
Some testing of the missiles. They are driven by the same physics based control system as the ships are. Compared to the ships, missiles have much bigger acceleration values so the control system had to be tuned a bit. It is not necessary for their control system to be so detailed, so a simpler controlContinue reading “Missile weapons”
In terms of coding the weapon logics, there will be three types of weapons: beam, projectile and missiles. Gamewise these will still be further classified into kinetic and energy weapons. All beam weapons will be energy weapons but a projectile weapon could be either one. Anyway, here you can see some beam weapons testing.
Some testing of a bigger number of ships. Two hundred to be exact. Flying them to different locations and giving waypoint and attack orders.
One essential feature of the game is to be able to design your own ships. Here you can see the ship designing tool. Currently you can only choose between a few hulls and weapons but that is enough to test the principle. The projectile effects used in the videos are placeholders and I don’t thinkContinue reading “Ship designing”
Some initial testing of combat with fighters. The fighters do attack runs at each other and try to take the needed lead when aiming to hit the target with the projectiles. Hp bars also work and the ship loses controls and continues drifting when it is destroyed. Combat speed can be changed to make aContinue reading “Fighter combat”
Using realistic physics allows for nice tricks. In the video, you see how one ship flies and floats around while another ship tries to follow it by matching its own velocity and location to the target ship. Once it has achieved the same velocity as its target, it is free to rotate towards the targetContinue reading “Following and movement waypoints”
It was time to add thruster effects. Not only because it looks cool but because it is a nice way to get visual cues on how the AI is flying the ship. Thus, it is also like a debugging tool to see that the ship behaves correctly in the dragless space. The ships basically haveContinue reading “Thruster effects”
Making a good UI is necessary for a full 3D tactical combat. In an RTS game or, for example, a Total War game, you usually command your units to some strategic locations depending on what you want to achieve. However, since space is quite empty, there are no fixed reference points like most RTS gamesContinue reading “Health bar, drag selection and selection markers”