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TIGSource ForumsCommunityDevLogsDieselpunk - Airships [Tactics] [Prototype]
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Chewie
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« Reply #20 on: March 07, 2017, 02:43:34 PM »

What's new?

Small ships

Added Interceptor airships. Aimed to be non-directly controlled by simple commands attack/defend/return (if player owned).
This ships have 3 small turrets that mostly damage crew of the airships. If your ship have a lot of low caliber antiaircraft guns it'll be easy to destroy this kind of ships before they'll make some serious damage.

They're using a lot of steering behaviors so movement looks kind of realistic.



Aiming prediction
Fast moving airships require precise aiming, so it was a good time to add prediction. Seems like it works ok at the moment.



Auto-targeting
Next step was improvement of target finding for any turret that requires one. While searching for target it checks distance & faction of the airship.

Factions
Simple factions identification - now ships know who is who.

Turret groups
For players ship Turret groups was added. So it's easier to select group of weapons and give them same target to shoot.

Crews assignment
Some modules require crews to work properly. This will allow prioritize some tasks over other. If you'd like to boost your speed you'll assign max crews to it, or assign them to the turrets to improve your firing performance, etc.
Still not sure about this whole idea with crews and performance boost from it. Sims complicated and hard to manage. Maybe it'll be deprecated if not fun.

Crew damage
Each projectile now has 2 damage types - against Modules and against Crews assigned to them.
Some projectiles are more efficient against crews than others, so if you're aiming to win by killing enemies crew you'll use them.

Repair crews
Repair crew is your best friend during combat =D Repair crews count is limited so need to choose most important modules to fix.




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Chewie
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« Reply #21 on: March 24, 2017, 02:32:09 PM »

Monthly Report - 1st month of development

One month passed since the moment I've started this project,
So it's time to share updates and list of what's done.

Before / After:


Latest addition to the mechanics - Strategies

Player can use one of 3 different strategies for limited amount of time:

  • Attack strategy - increased accuracy and RoF for all ship turrets
  • Maneuver strategy - increased speed and turn speed of the ship
  • Defense strategy - increased repair rate and quicker cycles (Not sure about this one)



Defense stategy - struggling with this one. Can't find simple but useful mechanics that would be applied over time and be helpful in defensive way. Currently it's increased repair amount and quicker repair cycles, but it's complicated to use because player needs also to selected modules he'd like to repair. Also not always useful. Another option is to introduce "energy" shield mechanics so player can turn on shield for short period of time that'll absorb some incoming damage, but I'm not sure if it fits setting.

Ship speed controls - added UI so player can limit ship's speed

What's done this month:

Mechanics:

  • Ship navigation with waypoint system - move, change height, delete waypoints
  • Turrets - targeting, prediction and configurable parameters (distance, RoF, accuracy, angles limit, projectile etc.)
  • Individual modules damage affecting performance of it
  • Repair crews - can be assigned to damaged modules
  • Factions - simple friend or foe detection
  • Obstacles - floating islands affecting line of sight
  • Strategies/Behaviors - temporary effects that can be used for limited amount of time
  • Ship speed controls
  • Simulation time controls

Player now has almost all initial controls to play.
Navigation is there and working, Per turrets group targeting, Strategy selection interface.
HP/Repair/Crew information for all modules also available.

Visuals:

  • Explosions

  • Projectiles

  • Radial grid with vertical projections for all active objects

  • Ship models

  • Turret models

  • Floating island models

  • All ship modules status UI (It's a mess, but it works =D)



Plans for the next month:

  • Obstacle avoidance and overall pathfinding in 3d space
  • Create couple test missions
  • Create ship's blueprint to visualize damage
  • Improve strategies game system
  • Add officer special abilities/perks/bonuses
  • Add different projectiles
  • release Field of View procedural mesh example




P.S. During development I've made Turret rotation example, so everyone who struggles with Unity Quaternion rotations can check it out (hope it helps)



A lot was done but much more to be done =D
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Pixel Noise
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« Reply #22 on: March 25, 2017, 06:23:27 AM »



A lot was done but much more to be done =D

Heck yeah a lot was done! Keep up the great work, loving the updates  Beer!
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