nice!
havent seen the original game, but i think just the controls seems to be too sensitive / fast…
like going backwards or sideways could be much slower?
what kind of “AI” you are planning to do for mobs…?
(i saw one mob was running away from the ship : )
Agree, increased the movement as i tested the zooming stuff and never reseted it to default… for dogfights its really to fast, such movement speed would would favor a strafe and spray playstyle, which i dont want. but the Speed or gamevariable tweaks are object of interest when the game has an UI and all the stuff.
Also i dont want to make the moving speed depending on direction, that would make arcade movement (which lots of people prefer) somehow messy. even now the movent is flawed, holding “A+W” creates a squrt(2) times faster Vector that “A” alone, but i know how to change that…
-“(i saw one mob was running away from the ship : )”
LOL, i didnt notice that, the mob has its origin moved, now the attached ship model rotates around because the origin has lookAt(player)… interesting that it seems like its an escape AI… DAMN! i base this rotation on cursorPosition (origin looksat cursor) and BAM: simple-ass targeting evasion of enemies, ingenious!
To be honest, enemy AI really isnt something that interests me right now, im aimin totally on pvp and before i implement an ai skript i will try to have it working with at least 2 players and lan… so it will be an simple preskripted movement + lookAt until then.
but thats all so far away, next step is to add
-ScreenAspect recognition for the automated zoom
-HP, Shields
-much more Weapons
-Gadgets
-Time.delta on the timing variables, if framerate breaks it would mess up the zoom and camera split timing
-some ship models which i didnt draw with sketchup (shame on me)
Im SO excited that i was able to bring the game to this status within a week, with YOUR help of course . I thought it would take me months to achieve the splitscreen and shadowing.
-I’m already diggin in pvp multiplayer stuff. It seems its really the hardest part to achieve a fluent multiplayer gameplay. I just started to implement RPC calls and some transform/rigidbody synchronization. So for now you can have a few ships in the lobby and shoot. But only if i disable some stuff in my scripts so it wont work with the uploaded version. for shooting i only synchronize the weapontriggering, the instantiation of the massive amount of rigidbodys for the bullets is handled on every client separately …with different random spread values from client to client… Also im pretty much sure the tractorBeam and moveable cover blocks would not work very well over network
-also i am changing your raycastShadow2 script a little, to get some different effects like a different range limit at the back 90 degreeCone of the ship
-i will add some reticle recoil and camera shake on hit for better look and feel
top down co-op or pvp style games represent a seriously under developed nich if you ask me… Not saying we don’t have a few to choose from but they definitely are some of the funnest multiplayer experiences to have in a casual way. Concept is looking great, can’t wait to see this developed further
Uploaded a networking version, u can have 2 webplayer open and use one as Host. for now there is no network inter- or extrapolation magic in it, simple dull and buggy rigidbody sync + synchronization of the plasmagunTrigger (default LMB weapon on startup) with unsynced recoil spreads.
added improved weapon usage feel (only PlasmaGun and LaserSniper yet) :
-i removed the random spread and added random recoil, so basically its a spread with feedback (like cod does it)
-you can choose if you want the game to automatically realign the reticle with its previous aimpoint -ResetRecoilAuto ON
-or not, so the player can manually respond to the recoil -ResetRecoilAuto OFF
QUESTION:
im not sure if:
-i should leave the current SMOOTH-REALIGN (Lerp) of the Reticle with initial aimpoint
-or use a CONSTANT-REALIGN-SPEED (MoveTowards) instead (cod has constant-realign-speed afaik)
Nice work: I tried out the single player test mode, and I like the look of the game quite a bit. I didn’t care for the WASD movements (in that they seemed to be relative to the ship’s orientation, and not relative to the world: I spent too much time trying to figure out which key to press to move in the direction that I wanted).
yeah, its not very “user friendly” at the current state, but i wanted to try out everything to know what feels best. so just to clarify:
press ‘x’ to cycle between 3 movement modes (current mode is stated on top, green text):
Regular: wasd-directions relative to ship
Arcade: wasd-directions relative to camera - THIS is what you would prefer i guess
RotateWithShip: kinda unpolished 3rd person
-changed the singlePlayerTestLevel to look a little bit more like what i am aiming for.
-added very basic roaming AI
-added RightMouseButton Aim selection in Options (Toggle or Hold)
Press ‘E’ when reticle is on an enemy to activate targeting. Circles are shown to mark the area in which you have to shoot to hit the enemy based on their movement (and yours if you have inertia-affected weapons activated). Up to 4 circles are shown if you have 4 different weapon velocitys in your set.
-added Tweak System (is essentially a attributes system for a gunship)
choose your playstyle in each of the 4 disciplines
OFFENSE: DMG or HitChance
DEFENSE: Agility or Durability
VIGOR: NrgRecovery or NrgCapacity
CERTAINTY: ShieldRegeneration or MaxShielpPoints
-added WeaponUpgrades
change stats of Weapons, but there is always a drawbag by adding an Upgrade, so no upgraded weapon is overall better that its stock version (silencing, and hiding bullets isnt implemented yet, but the stats are updateable)
-changed default movement mode as some people complained about movement
Default is now - WASD relative to camera (Arcade Mode)
looking for some feedback concerning:
-ship control (prefered mode, cycle through modes with ‘x’)
-feel of shooting (Recoil handling)
-weaponswitching (switchspeed, should i disable while switching)
-Loadout (Gadgets usage, Reticles, balance of Tweaksystem)
i know the game is not very user friendly as i have no symbols, refined layout in the menus or decent graphics/leveldesign, this is subject of change so please dont rate that now.
some neat little features added:
-instant FOV-slider
–see the difference immediately
–or change to orthogonal projection
-ghostReticle
–toggle to show recoil only on the ghostly reticle for less camera shake
–second mode shows a custom simulated ping as a delayed ghostly reticle
tweaks
-better loadbalancing for th simpleAI-Scripts
-rotateWithShipCamera Movementmode improved
-fixed a few bugs, created a lot of bugs