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Torpedo - a go go

Torpedo - a go go
Name:Ben Wilder
Date Posted:Jan 07, 2007
Rating:Not Rated
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Blog post
The girlfriend has gone home to see her family in Australia for a few weeks. So i've had a little time
to do the things considered 'naughty' when she's around. Namely:

Drinking in the bathroom.
Waking up to DVD menu music every morning
Playing around with Torque

Oh the glamour!

But on with the update (see previous plan for game idea):



With some VERY placeholder art in place for my submarine multiplayer game, i have been delving into Ken
Finneys excellent book and actually getting my hands dirty with some script!

What have i achieved then? and where did i run into problems?

1) I now have a test server (based on FPS starter kit) that clients can connect to (both on the LAN and through my pix firewall from the internet.

This highlighted a number of issues, as many forum posts have detailed, it's common amongst newbies to
assume everything works well until tested under a true client server scenario.. so i have had to
understand a little more of the client -> server messaging. Kens book is great for this, as well as

TDN.

2) The submarines now fire torpedos that cause damage to other players

This caused a little fun, due to my player object being a flyingvehicle:

%player = new FlyingVehicle(submarine) {
dataBlock = submarine;
client = %this;


meaning

%obj.getDamageState()

was required not

%obj.getState()


Old TGE forum posts quickly showed me the error of my ways here!


3) The submarines can ping and the sound attenuates nicely

Lots of fun here working out how sounds on the server and client differ!


4) My Sonar implementation is getting underway

Very early stages and really just me working out what is possible without having to modify the C++
source code. Currently i am experimenting with the following:

player sounds a ping which plays in 3D
Server sends back a delimited list of all other client positions.
Client will then perform some calculations and then briefly give the user an idea of opponents location



How is the gameplay shaping up then? Well it's getting there, since visibility will be fairly low, i
will need a method of locating other players. This will be done by sonar. Currently players can sound a
ping, which can be heard in their locality by other players. The ping will show them briefly the rough
positions of other players.

The benefit of pinging therefore, will be to get an angle on where your opponents are, however when you
ping, it will be heard in 3D and will assist your opponents in finding you!

Next areas to explore:

Death / blow up animation for the submarines
score board gui
A basic map based sonar display
Reduce the frequency with which torpedos can be fired
Reduce the frequency with which pings can be sounded
Creation of animated sea creature model and have it follow a path


Will keep you posted!

Recent Blog Posts
List:01/07/07 - Torpedo - a go go
12/03/06 - Learning curve... my eyes!!!

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Anders Linder-Noren   (Jan 07, 2007 at 20:35 GMT)
Sounds great, looks even better :)

James Laker (BurNinG)   (Jan 07, 2007 at 21:58 GMT)
Looking good. Keep it up!

Edward Smith   (Jan 07, 2007 at 22:44 GMT)
This looks great, submarines are brilliant!

What sort of era will the submarines be, or more sort of just fun and it doesn't matter? :-)

Do the torpedos fire straight or can they turn also (Gyro Angle)?

Ward De Langhe   (Jan 07, 2007 at 23:07 GMT)
man, this was one of the game ideas I had laying around here for when I finished my current game ;) (/me removes torpedo game from list :) )
Anyway, looking good!

Maxwell Marsh   (Jan 08, 2007 at 01:39 GMT)
Looks really nice. I like the idea of it.

Oh, and as a tip, for a nice underwater detail, try using the "patchy" texture;

Vashner   (Jan 08, 2007 at 04:56 GMT)
Sweet...

Michael Hense   (Jan 08, 2007 at 14:19 GMT)
i hate you... i really do... :)

ya know how much time i've spent trying to get a decent submarine sim out...
now, just look at what you've done in such an incredibly short time...

all joking aside, your progress looks great...

all the best with this, and definitely do keep us posted...

btw... i noticed that you didn't get any responses in an earlier post asking about creating nodes in Milkshape... you've probably figured all that out by now, but if not, look on page 475 in the Finney book, the paragraph on Mount Nodes... in Milkshape, nodes and joints appear to be analguous...

also, some good tuts for modeling and other Milkshape related stuff can be found at these locations...

www.machinima.com/article.php?article=71
www.machinima.com/article.php?article=307
www.machinima.com/article.php?article=308

again... good luck...

--Mike

J Sears   (Jan 08, 2007 at 19:21 GMT)
Like someone else said not sure how realistic your planning to make it, but if you wanted more realism remember that the attack subs you are going with have active (the ping) and passive sonar, and active while giving you others position gives away your own, and if you plan on using passive sonar just remember that how fast you can go without cavitating to make noise changes with how deep you are, so shallow you can't go fast without giving yourself away, deep enough you can go pretty much as fast as you want.

I do like the water rings the torpedo makes that is very nice

Ben Wilder   (Jan 10, 2007 at 19:34 GMT)
@Edward - just for fun, with a reality slant of course, i'm attempting to stay away from real simulation as the time it would take for me to get it functionally complete might be crazy, this is still a learning project for me really! However torpedos with a degree of seeking would be great, i think i'll look into this at a later stage in the development, as i might be up to it by then!

@Ward - no need matey - always room for more, if its fun - it's worth doin'.

@Maxwell, thanks for the tip - i'll certainly give it a go!

@Michael - thanks very much indeed for the links, they look really good, and thanks for the forum update! In the end i bought the warsparrow pack and it got me started really quick, and i'd love to see another sub game! Cheers for the reference in Kens book too.

@JSears, that's a very fine idea indeed (active and passive) , i spose i could add an attribute to the submarine, a noise field if you will, which will be altered as the subs velocity changes, this could affect visibility on the sonar in the passive situation. Thanks for the idea!

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