I built in some robust animation and targeting for the cannons on the large destroyer ship. This works quite and looks great, however, I seem to have developed the gamedev equivalent of writer's block and can't decide what kind of ordinance they should shoot!
While I could just regurgitate one of the existing weapons in my game (laser, plasma, rockets), I think it's about time to introduce something new... but I can't figure out what. These guns are some pretty big cannons. What do you think they should shoot?
Not sure if this helps, but I'm currently leaning towards a plot something along the lines of the player is a space privateer on a mission to disable and steal something from the mile-long imperial destroyer (the big ship with the cannons), but comes only to find it's already under attack by an alien force.
Additionally, part of the conundrum is since these guns are huge (the barrel is bigger than the player ship) presumably they must shoot something pretty powerful, likely meaning instant death if they shoot the player. In that case, can they be easily avoided like the easily dodgable, but powerful rockets that some of the smaller ships shoot? Do they take a long time between shots? Or do they simply not target the player most of the time? Maybe they just focus on the aliens?
Perhaps another annoyance with these cannons is if the player gets too close the barrel will swing around and smack the player ship. Think it should stop trying to target the player if you get too close? Or is it more realistic that the enemy using the cannon *would* try to smack the player with the cannon if you get too close?
Here's a screenshot of a battery of 3 of the cannons I'm talking about (there are 22 total, they are destructible):
Edited by jsuffolk, 14 April 2013 - 07:24 PM.