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Plan for Phil Carlisle

by Phil Carlisle · 03/24/2003 (5:22 pm) · 9 comments

well.. things are moving along on the space game (space dogfighter in the style of tie fighter).

Ive got a working prototype going now, looks pretty nice.. but still dog to play :)

I'll get a screenshot up once Ive knocked out more of my todo list, which currently stands at (in no particular order):

Add object heirarchy support
Add lens flares
Add volumetric fogging
Get Hud modelled and in
Get new main spaceship modelled and in
Add new SpaceVehicle class
Mines
Beacons
Homing missiles
Chaff
shield
HUD displays:
*speed
*ammo for current primary
*ammo for current secondary
*primary weapon
*secondary weapon
*shields
*radar
*pointer to other craft
*craft projectile "leading" image
*reticle
*lock indicator
*enemy lock indicator
*damage indicator

Tractor beam
Presser beam
Laser beam
Weapon Primary Fire modes
Secondary weapon fire.
Music Code

Misc Models:

Space Stations
Cruisers
Freighters
Heavy gunships
Scout ship
Medium ship
Docking points
Jump gates
Asteriods
Alien Ships.

Gameplay modes
Interface code

So... thats all then! :)

Phil.

#1
03/24/2003 (5:50 pm)
Xwing-vs-TIE fighter was arguably some of the most fun I had multiplayer until I played Q2 CTF and Tribes. Sign me up, Phil :-D
#2
03/24/2003 (6:18 pm)
Phil,

I've got to ask this. What the heck is it with folks and lens flares? They're freaking EVEYRWHERE in 3D games these days and for the life of me I can't understand why.

And jot me down for a alpha/beta tester. I've been hungry for a good space flight game.
#3
03/24/2003 (9:24 pm)
Is this a torque game?
Hehe, just have to ask.
#4
03/24/2003 (11:07 pm)
Phil,

What ever happened to Captain Zap? I was looking forward to playing it.
#5
03/25/2003 (7:54 am)
Phil,

Sounds interesting. Why don't you ask Doyoon if he'll send you his space shock code, that'll give you a head start. It'd be a shame to not see this finished.

- Melv.
#6
03/25/2003 (10:28 am)
Hey, I'm adding lens flares EXACTLY because everyone else has them! :))

Pat: me too.. I loved Tie Fighter (better refinements than XWing).

Robert: Yep.. and its looking pretty nice.

Peter: Zap will show up in an upcoming game (and might show up in this a bit too).

Melv: hmm.. not an ideal match, Doyoons Space Shock was more ground based (if I remember rightly).

But anyway.. its coming along nicely!

Phil.
#7
03/26/2003 (8:56 am)
go Phil =)
i'd love to alpha/beta for you
and lens flares are great so that's reason enough for including them, right?
#8
03/26/2003 (1:54 pm)
Feel free to poo-poo me, but I can understand the whole "why have lens flares in a space game" question. The answer "because I can/because everyone else does" is OK, if not satisfying. "Artistic license" is OK, and it ties in to the general cool factor of the game. Myself, I always figured that a lens flare (looking at it from a realistic perspective) was related to the way the material on the canopy or windscreen bent the light from the comparatively nearby star. That's something that made sense to me. But one thing that always killed the illusion was seeing a lens flare from outside the cockpit, where there should be nothing to bend the light. Just a thought. The whole project sounds neat.
#9
03/27/2003 (12:18 am)
Well, there is the camera that the player is looking through ;) How else could they see outside the ship?