Fixed some issues with transitioning to combat and back and added transition to ship designing scene. Also added some UI things like a main menu panel and a fleet panel to show which ships the selected fleet contains. Next I will add some basic mechanism to colonize star systems and produce ships there. I stillContinue reading “Scene transitions”
Category Archives: Yleinen
Octrees
It was finally time to add some more efficient ways of finding ships based on their location. Things like finding closest ships to some location or all ships inside some radius around that location is needed in many places. For example when a ship wants to find the closest enemy or when some phenomenon affectsContinue reading “Octrees”
Unit groups
Giving commands one by one to huge numbers of ships is not very handy, not to mention all other problems like small ships getting lost in some corners of space. So I added some group controls to the combat UI. Now ships can form groups, like in many RTS-games, and there is also a buttonContinue reading “Unit groups”
Scene transitions and basic combat AI
Worked on initializing the combat and star map scenes with correct starting information. Now if fleets meet at a star system, a combat scene is started and corresponding data is transferred to the combat scene. After the combat the star map is loaded and casualties are removed from the fleets. It is still handy toContinue reading “Scene transitions and basic combat AI”
Gimbals
There will be four different mounting options for each weapon. Normal and right angle mounts are fixed to the direction they are pointing at. Then there are gimbal and turret mounts. Turrets are able to aim at targets in a semi sphere area. Turrets are more expensive, require more power, more space and they doContinue reading “Gimbals”
Updated tracking
Updated all physics based direction tracking to be a bit smarter. Now they take all movements into account and still try to guide the turret/ship/gimbal to the correct direction the fastest way without overshooting. The following videos demonstrate the effects. The turrets try to optimally match the speed of the target, taking into account itsContinue reading “Updated tracking”
Relative movement
Added possibility to give movement commands relative to some other ship. Should be useful when maneuvering bigger armies and ships of different speeds. In practice it means that the move commands can be set to follow another ship. In the fist video I have an overly complicated chain of ships following one another and inContinue reading “Relative movement”
Star map view
Finally starting the star map scene. Currently there are randomly distributed stars and fleets of different colors moving around. Changing the turn makes them do the set movement. There are lots of options on the rules of how to allow the movement between stars and how to restrict it. If ships are able to jumpContinue reading “Star map view”
All ship sizes
Testing all ship sizes. The size classes are fighter, corvette, frigate, destroyer, cruiser and battleship. Bigger ships will be less maneuverable, but have more space for weapons and internal components (and also power to support them).
Attack modes
Weapons, hit points and armor are not the only things that affect the outcome of combat. Here you can see what happens when fighters try to attack a frigate with turrets. The first fighter group uses aggressive attack mode while the other one uses evasive attack mode. In defence of the underachieving frigate, it doesContinue reading “Attack modes”