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1211248 Posts in 52542 Topics- by 43348 Members - Latest Member: cyberlizzard

May 01, 2016, 12:02:18 am

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 1 
 on: Today at 12:01:38 am 
Started by Nition - Last post by Nition
This week I made a flying drone enemy type.



They track you, zip around the place, and are fun to shoot.

Initial tests were interesting, almost boids-like:



I found that for the drones I could use a surprising amount of the same code I used for the turrets which was nice. Apart from the actual flying code, a drone is pretty much a turret that moves. And similarly to the turrets I showed last week, they're made of functional parts just like vehicles. Here's a group of them where the one on the right has lost its heat sink and is starting to overheat, and another gets it heat sink shot off:


(sorry for the huge gif! Webm support will get better one day...)

I gave the drones some basic AI. I won't claim it's anywhere near as interesting as Dave's vehicle AI but it doesn't need to be in this case. They don't "fake" their flying though, they thrust around with real physics, so of course you can shoot or crash into them to throw them off. Hitting stuff way up in the air is tricky and not really good fun, so I've designed them to hover along close to the ground.

You can see the physics at work in this scenario when I first gave them weapons...



Yeah so, standard recoil is a bit much for them. Hence I must confess they are cheating a little now: It was either spend ages writing some smart AI that'd attempt to counter weapon recoil while flying somehow, or just let them have less recoil on their guns. I hate it when AI gets to cheat (vehicle AI never cheats by the way, it only sees what it can actually see and collects only scrap that it really collects) but the pragmatic choice here was obvious. So the drones you see elsewhere in this post are using specially engineered reduced-recoil MMGs.

See you next week.

 2 
 on: Today at 12:01:18 am 
Started by Nition - Last post by Nition
This week I made a flying drone enemy type.



They track you, zip around the place, and are fun to shoot.

Initial tests were interesting, almost boids-like:



I found that for the drones I could use a surprising amount of the same code I used for the turrets which was nice. Apart from the actual flying code, a drone is pretty much a turret that moves. And similarly to the turrets I showed last week, they're made of functional parts just like vehicles. Here's a group of them where the one on the right has lost its heat sink and is starting to overheat, and another gets it heat sink shot off:


(sorry for the huge gif! Webm support will get better one day...)

I gave the drones some basic AI. I won't claim it's anywhere near as interesting as Dave's vehicle AI but it doesn't need to be in this case. They don't "fake" their flying though, they thrust around with real physics, so of course you can shoot or crash into them to throw them off. Hitting stuff way up in the air is tricky and not really good fun, so I've designed them to hover along close to the ground.

You can see the physics at work in this scenario when I first gave them weapons...



Yeah so, standard recoil is a bit much for them. Hence I must confess they are cheating a little now: It was either spend ages writing some smart AI that'd attempt to counter weapon recoil while flying somehow, or just let them have less recoil on their guns. I hate it when AI gets to cheat (vehicle AI never cheats by the way, it only sees what it can actually see and collects only scrap that it really collects) but the pragmatic choice here was obvious. So the drones you see elsewhere in this post are using specially engineered reduced-recoil MMGs.

See you next week.

 3 
 on: April 30, 2016, 11:44:29 pm 
Started by SwizzleLLC - Last post by SwizzleLLC
I haven't posted anything in a little while so just wanted to show some the the new GUI I've been updating throughout the game. I've been bogged down in systems work lately.





I like this GUI much more, it feels a little more sleek I think.

 4 
 on: April 30, 2016, 11:44:12 pm 
Started by DevWithoutACrew - Last post by DevWithoutACrew
Tactical Turn Based Game Part 1 Basic Grid Movement




 5 
 on: April 30, 2016, 11:35:05 pm 
Started by Glaiel-Gamer - Last post by deab
In game shot from The Ever


 6 
 on: April 30, 2016, 11:30:54 pm 
Started by deab - Last post by deab
A bit light on images last post so here's this weeks #screenshotsaturday:


 7 
 on: April 30, 2016, 11:23:17 pm 
Started by brrrrr - Last post by brrrrr
One guy with cerebral paralysis plays our game without hands.
I have different feelings after this video. But I am very impressed. So check it out.





He plays a lot of games on his channel. He has a special programm that translates mouse movements into keyboard signals.

 8 
 on: April 30, 2016, 10:38:44 pm 
Started by JLJac - Last post by jamesprimate
How's multiplayer and co-op coming along? Haven't been much discussion on those in a while

ah, this is a very good question! long story short: in order to get the game out to players sometime this decade, we had to prioritize. so the initial release will be the single player mode, followed a little while later by a large update focusing on multiplayer and NG+ gameplay.

 9 
 on: April 30, 2016, 10:29:02 pm 
Started by JLJac - Last post by Christian
How's multiplayer and co-op coming along? Haven't been much discussion on those in a while

 10 
 on: April 30, 2016, 09:50:53 pm 
Started by Franklin's Ghost - Last post by Jimym GIMBERT
Whoa whoa whoa! careful! tone down the awesomeness it makes me blind!

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