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Plan for Phil Carlisle

Plan for Phil Carlisle
Name:Phil Carlisle
Date Posted:Apr 25, 2005
Rating:Not Rated
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Ok, so this plan is deliberately NOT going to include images! :) why? because I'm at work and besides, you really need some movies to appreciate the game.

Its been a bit of a strange last couple of weeks. Getting down to the process of production and generally just "getting it done" kind of stuff really.

We got most of the animation issues for the planes sorted out, aerelons, rudder, elevator etc. Nothing huge. But we had some little issues with the Elevator control messing with the Rotor anims.

Now thats fixed, but I've still got a small bug with the Rotor animation, which is strange. If I play the rotor animation from the script thread, it revolves ok UNLESS I animate any of the other threads (which I generally do).

I really dont quite have a grasp of the whole animation thread system functionality yet I guess, because I'm calling setTimeScale without really knowing why :)

But anyway, mostly works, and thats fine, just a minor fixup.

I got the code in there to allow us to add bombing to any of the planes, so Rog made up this lovely bomb. Weirdly I had some real fun the other day by tweaking the bomb into sort of a projectile rocket (adding faster muzzle velocity on the bomb). So I'm wondering if any WW2 planes actually had rockets? :) especially for land-target strafing.

It turns out that we should have more than enough in the way of targets to blow the hell out of :)

Also last week, I implemented the runway logic. This means that you can land on a team specific runway and repair. We dont have ammo limits, so there isnt anything to re-arm, but repair is critical. Obviously these runways can be protected by team specific flak cannons and machine gun batteries.

We're going to have some kind of radar/gun implacement akin to the BF1942 BOB map in there for added objectiveness.

I guess now I think of it, having some bombable factory stuff is pretty much a must-have right? Although its too complex for Air Attack gametypes, it should add some fun to the game in terms of objectives.

I'll probably add some script to the runways to allow teams to "claim" them (i.e. start off with some runways neutral, allow a team to claim it by landing 2 planes on it for a set period of time).

I sat down over the weekend and designed the team/plane/etc interfaces on paper, only to remember whilst doing some rough layouts for them in gui editor that I'd forgotten that we will likely want to support console play sometime down the line.

So that got scrapped.

I really want the whole "dink dink dink doink" interface that Pat mentioned Jeff wanted :)

So right now, the gameplay is UBER simple really. Actually as far as the first release of the game goes, there really isnt much beyond the physics and modelling we need to complete. Physics should see some major effort in a few weeks as our physics partner goes off to do his duty! :)

In the meantime, I'll be carrying on with the scripts, getting the GUI in place, looking at how best to implement and integrate the lobbying and game-startup functions and generally starting the long slow test period.

Oh, on another note.. well... you'll see in the news!

So its coming along. More shots when we have some more coolio stuff. Not far off thankfully :)

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Matt Huston   (Apr 25, 2005 at 18:02 GMT)
I'm actually first to post :D

I'm pretty sure during late World War 2 planes did have some unguided ground-attack rockets that were used. I don't know the exact details but I have heard of it before and I remember in Jane's World War 2 Fighters they had them.
Edited on Apr 25, 2005 18:03 GMT

Barry "Yossarian" Whitley   (Apr 25, 2005 at 18:05 GMT)
Rockets were actually used a lot by aircraft in WWII.



From www.fiddlersgreen.net/AC/aircraft/Grumman-Hellcat/helcat_info/hellcat_info.htm:


During 1944 deliveries began of a new Hellcat version, the F6F-5, with a number of detail refinements and improvements. The R-2800-IOW engine (with water injection) was retained, but the cowling was modified, and the windshield was also improved. Provision was made for 2,000 lb of bombs under the centre section and six rockets under the outer wings, and 20 mm cannon usually replaced the inner machine guns on this model. Production of this version totalled 6,436, plus 1,189 F6F-5Ns with APS-6 in the pod on the starboard wing. The Royal Navy received 252 F6F-3s and 930 F6F-5s which it operated as Hellcat I and Hellcat II respectively.


Most US WWII aircraft (like the P-40, P-51, P-38, etc) that had ground attack roles were modified to be able to deliver rockets as well as bombs.
Edited on Apr 25, 2005 18:05 GMT

Jeff Gran   (Apr 25, 2005 at 18:05 GMT)
On the rotor animations, I think your other animations are overriding that one instead of "blend"ing with it. Try having your artist export all the animations as "blend" type anims.

Bombs without buildings to bomb? Are you crazy? ;)

Sounds like this will be a fun team-based multiplayer game.

Jeff

Chris Calef   (Apr 25, 2005 at 18:15 GMT)
No ammo limits????

Oh well, I guess it isn't supposed to be that kind of game.

I guess this means the gun probably isn't going to overheat when you hold your finger on the trigger for ten minutes straight either, huh? :-)

Can't wait to see it though! Yay, WWII dogfights in torque! Three Cheers for Phil!!

Anthony Rosenbaum   (Apr 25, 2005 at 18:27 GMT)
I found that calling animations from scripts tends to cause unusual behaivor to animations controlled by the C. I used to have a car that had an open door animation. But if I called the open/close door animation I would loose control of steering animation. I always presumed only one animation could occur at one time. But Jeff theory on blending might be a solutuion to both our issues. So time to whip the artists into more exporting =)

Vashner   (Apr 25, 2005 at 22:32 GMT)
I still think George Lucas based Star Wars Episode IV final death star battle on something like Battle of Britan. With the spitfires taking on a bigger stronger enemy and winning in smaller numbers with better air tech. The movie Battle of Britan that is (1969). Phil take a look at this for an interesting read. A project I worked on in the 90's for the military (unclassified stuff) afsafety.af.mil/magazine/htdocs/marmag97/mar1005.htm Of course the spitfire didn't have the tools or the g's but still interesting from a flight sim standpoint. This page is about 8 years old so it's kinda cheese.
Edited on Apr 26, 2005 04:44 GMT

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