Thanks for the feedback!
As you've correctly observed, controlling multiple aircraft is tricky. I've thought about different schemes like the ones that were proposed:
- Sequential scheme - where you fly sinlge aircraft while the rest circle around until you get killed at which point you take control of another plane
- AI scheme - where the rest don't just circle but are controlled by AI (until yours is shot down)
- Formation scheme where the rest follow you in formation (but you get to chose the formation)
And then I remembered a game (sources anyone?) where you basically control 4 characters at the same time. You get to control which two characters jump (up = upper two, left = upper left and lower left one etc.) It's quite tricky as each of them is faced with a different world (holes and walls). So you can't just jump all the time as hitting the wall or jumping into a hole kills you. I can't remember the name of the game but it was a blast.
So I've decided to let you control all three aircraft at the same time. I'm not saying it's easy but you can get better at it - which is the whole point of the game.
Lessons learned from the prototypeFirst off, it's quite hard to keep your aircraft in the battle area (the screen) and it's impossible to do that and fight effectively. I experimented with rolled up versions (flying off to the left you reappear on the right) but it looked silly. So I thought about making you share the control with the AI. And this is where it gets quite interesting.
In the game you are sharing the control over the aircraft with the AI pilot. This means that your input is more a suggestion to the pilot on what to do (perhaps a technical post is in order here). If the aircraft is too close to the edge of the battlefield the AI simply overrides your input and steers the plane back. This enabled you to focus on a particular fight if needed without the worry of loosing a plane.
Also I've limited your input to turning left and right. The basic idea is that pilots themselves control the machine gun. If you've got an enemy plane in your sights for a period of time the pilot will open fire (it will also stop firing if a friendly plane crosses path). This means that steering and getting behind the enemy aircraft is the best way to shoot it down. Head on or side attacks are penalized as your pilot doesn't fire immediately and you can't really lead your shots.
The AI pilots can sense aircraft a long way in a narrow field in front of them and and a very short way all around them. So I've included some simple avoidance algorithms where the pilot would override your input and steer away from a collision with another aircraft. The cool thing about it is that it is not perfect (sometimes steering away from a collision will provoke another collision) but it is good enough to keep the aircraft alive for a much longer time even without your input.
Also this is where all sorts of game mechanics open up! Your pilot's abilities gain importance. Pilots can get quicker on the trigger or improve their field-of-view etc... So pilot progression could be a nice addition to the game.
So basically you need to control 6 keys to fly your planes. It's hard but quite learnable. The biggest problem is connecting which two keys control which aircraft. Once they zig-zag in the fray of battle you loose it. I'm planning to address that problem using insignia on the aircraft wings.
The other most important thing is the scale. If the screen is to small then the game loses the fun factor as it gets too random. If the screen is too big then your aircraft are too small and you don't enjoy flying them anymore. So the scale and the speed (Good thing you're fighting with WWI planes that fly more slowly
) of the aircraft is very important and will be resolved by further play tests.
I'm quite interested in what you guys thing about the control scheme.
Off to do boring stuff that pays the bills but don't forget to write.
Goran