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https://forums.tigsource.com/index.php?topic=69908.msg1422111#newWindows .exe download:
https://drive.google.com/open?id=1wnqDR7ac-OtcH9Q6O507JV5g04BfrajDIntro:This is my little hobby project while sheltering from Covid 19. Essentially an off brand remake of my favorite part of “X Wing vs Tie Fighter,” The multi craft respawn melee. Modern development tools like Unity 3D make such development disgustingly easy. I don’t intend this for commercial release but just some fun to share around with my friends, and hopefully make me look cool in my son’s eyes (it doesn’t). Disclaimer: The sound files are temporary and “borrowed” from a commercial game.
Base Goals:The goal is to make a PvE space shooter with the feel of an arcady WW2 dog fight. There will be no missiles, but there may be some fancy gun types associated with different fighters. The Pregame menu will allow the player to choose from a series of encounters and modify the parameters of the encounter to create the type of gameplay they want to experience. These parameters include the score limit, AI skill level, and types of ships used in the encounter. The ships themselves will have different properties and some will be objectively better than others. The game will progress to a preset score or time limit after which the player will be dumped back in the post mission screen with each ships' scores.
Stretch Goals:* Multiple classes of Fighter to emphasize Turn & Burn vs Boom & Zoom play styles.
* Token collection for non Death match game styles.
* Flight cohesion and inter fighter communication logic (attack my attacker)
* Squadron comm sound files
* NPC and faction related freighters to pirate for tokens (arrr)
* Sensor network allows for fog of war
* Multi player
Implementation Plan:Rigid body craft movement FighterPhysCamera control between craft view, free roamPlayer input to FighterPhysBasic AI WaypointGuns, bullets and hit takersScan objects and GUI radar scopesTargeting and GUI target highlighting Check for death and respawnKill death score keeping.Combat AI behaviorMain menuMission menuDirections menuCredits menuShip Glossary menu
Multi AI skill levelsMuli ship typesCommunicate Mission Menu to game craft type, skill, and flight size to Game.Communicate max kill and mission time out to gameAim assist UI toggleGame ends and debrief screen gets accurate kill counts and scores. Separate out each team's performance
Sort by team and pilot performance
Add UI for shield, armor, target statsSmarten AI to keep within the fight area.Mouse Input toggleSmarten AI to act based on player position.
Move all AI to central controller to enable editing across multiple ship prefabsAdd energy bar that boosters an guns draw fromTeam based exclusion zones with auto turrets
Death token spawn and ship collection
Change Go Home logic to do so on full loot.
Add token logic to AI for pickup and banking.
Add banked tokens to score and menu debriefing
Add new ship classes and weapon classifications.
Scout
Light Fighter Interceptor shot gun batch fire logic
Heavy Fighter
Boost effects turn rate not speed
Turret Corvette
WACO interface for turret aiming, autopilot option
Bomber
same controls as turret Corvette but pilot weapon is a null field projector
Add turret fighter logic and restrict to turret fighter
Create interceptor shotgun and appropriate AI logic to use it.
Create Heavy fighter fast turn mode
Create Null field gun and special logic for how null field bullets interact with the world.
Child all launch pads to a base or starship.
Have multiple camera positions for sharship land and launch.
Modify landing pad to have appropriate launch and landing lengths
Implement instant ship switch so the player can
Revamp radar to scan for ships that only the player and allies can see.
NPC Capitol ships with cargo and turrets
Create flight interaction logic Show Flight's AI state and health Create DPad UI menue
Allow AI to call for help and respond to help requests Allow user to call for flight to break formation or get in formation
Allow user to call for flight to head home Prioritize maneuver: Collect coins, target big ships, Scout sweep, dogfight, formation, head home.
Mission based toggle launch option for flight (all together or individual)
Attach Vocal reactions from flight to orders and player activityAttach UI elements for fighters in flight (help, guard, heading home, health) Create landing/takeoff animation
Create Spectator mode if player assigns themselves to an empty team.
Create laser turret logic and laser turret picket shipsMissions
4 team Furball 4 team Bounty
4 team Pirate
2 team commerce raid
2 team cops and robbers