Plan for Mike Kuklinski
by Mike Kuklinski · 02/01/2005 (11:29 am) · 3 comments
Guten Tag, Fellow Developers,
With February upon the Kuiper dev team, we believe we should start working on new features. For the latter fourth of January, I came down with a bad case of Bronchitis. Even so, I updated the targetting code and the lens flare code for Kuiper. The lens flare code can be found at this resource.
---Hosted on Kuattech.
However, for February, there are a few things we need to get done. The first and foremost feature to tackle is docking. Currently, spacecraft fly around and shoot at each other. Big whoop. They look cool. Big whoop. There is no strategy or tactic to anything that happens. Therefore, the next thing do be completed will be a docking system, that will require both model/mesh changes, script, and a lot of code.
Currently, Kevin Grove and I are working on a carrier model for the game. This will be the first vehicle in the game to allow craft to dock to it. For some time, it will probably be the only one. It is not yet complete, but when it is, I can really start implementing docking code. Currently, the initial BASE texture of the carrier is complete.
---Hosted on Grove's site.
Obviously, it would be insanely difficult to allow strike craft to fly thru the ship unless it is an interior. Collision meshes do not allow for concave areas, which would be what a hole would entail.
Therefore, the system we will use will be akin to what Microsoft used for their game Allegiance.
The collision mesh of the dock-capable vehicle will cover its docking area. However, there will be triggers over the openings. If a vehicle collides with the vehicle but is within the docking trigger, it checks to see if he can dock. If he cannot, it is assumed he rammed a "Magnetic Field", and is pushed away. If he can, he will dock. Saves on resources and time. It would be harder to modify the interiors to allow for dynamic movement.
Once docking is complete, we can begin work on docking extensions, such as vehicle creation, weapon selection, et cetera.
The second primary feature we hope to implement will be teamplay. Currently, the game has very basic team code. Vehicles can have teams assigned to them, and specific GUI objects WILL react to them (targetting, et cetera). However, there is no team play in the game right now. Strike Craft are created as team 0, which is the Neutral team.
Once the docking code is complete, we can begin work on docking bays that are team-specific. Then, instead of dropping players instantly into the fray, they will start on a space station or carrier, and launch. Then, we can begin work on mission types, team damage, et cetera. The beginnings of true team play.
That is pretty much all we are planned ahead for. If we can complete these, we can finalize the combat system with what will be the new docking features (weapon selection, varyable weapons, ejection).
With February upon the Kuiper dev team, we believe we should start working on new features. For the latter fourth of January, I came down with a bad case of Bronchitis. Even so, I updated the targetting code and the lens flare code for Kuiper. The lens flare code can be found at this resource.
---Hosted on Kuattech.However, for February, there are a few things we need to get done. The first and foremost feature to tackle is docking. Currently, spacecraft fly around and shoot at each other. Big whoop. They look cool. Big whoop. There is no strategy or tactic to anything that happens. Therefore, the next thing do be completed will be a docking system, that will require both model/mesh changes, script, and a lot of code.
Currently, Kevin Grove and I are working on a carrier model for the game. This will be the first vehicle in the game to allow craft to dock to it. For some time, it will probably be the only one. It is not yet complete, but when it is, I can really start implementing docking code. Currently, the initial BASE texture of the carrier is complete.
---Hosted on Grove's site.Obviously, it would be insanely difficult to allow strike craft to fly thru the ship unless it is an interior. Collision meshes do not allow for concave areas, which would be what a hole would entail.
Therefore, the system we will use will be akin to what Microsoft used for their game Allegiance.
The collision mesh of the dock-capable vehicle will cover its docking area. However, there will be triggers over the openings. If a vehicle collides with the vehicle but is within the docking trigger, it checks to see if he can dock. If he cannot, it is assumed he rammed a "Magnetic Field", and is pushed away. If he can, he will dock. Saves on resources and time. It would be harder to modify the interiors to allow for dynamic movement.
Once docking is complete, we can begin work on docking extensions, such as vehicle creation, weapon selection, et cetera.
The second primary feature we hope to implement will be teamplay. Currently, the game has very basic team code. Vehicles can have teams assigned to them, and specific GUI objects WILL react to them (targetting, et cetera). However, there is no team play in the game right now. Strike Craft are created as team 0, which is the Neutral team.
Once the docking code is complete, we can begin work on docking bays that are team-specific. Then, instead of dropping players instantly into the fray, they will start on a space station or carrier, and launch. Then, we can begin work on mission types, team damage, et cetera. The beginnings of true team play.
That is pretty much all we are planned ahead for. If we can complete these, we can finalize the combat system with what will be the new docking features (weapon selection, varyable weapons, ejection).
About the author
#2
02/01/2005 (12:35 pm)
Technically, it is neither of them.... the several pages of emitter code that was there before is now 6 lines of emitter goodness :)
Torque Owner Josiah Wang
As to your docking theory, I believe once while playing tribes there was a rabbit mission which had a vehicle bay generate vehicles inside a building. Combining that plus the moving-inside-interiors thing would create a powerful effect.
Love the sun-flare effect, it really adds some realism. I also like how you did the particles for the jet - is that a contrail emitter or a jet emitter? I had some problems with my jet emitter in that if i went too fast or turned or something, it would always come out at a wierd place....
Hotness!