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Forest

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Sir Sapo

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Hey everyone!

Today I didn't get much done, as I was out of town for most of the day, but Mark was hard at work drawing up about 16 different trees and shrubs(plus their 'damaged' textures) to populate the landscape of Angels 22. After I got back to my house, I updated the "FoliageDatabase" to include the new items, and then fired up the Angels 22 Level Editor(R), or ALE(hurray for acronyms[grin]), and made a quick little demo of all his flora making up a scattered forest. Also "hidden" in this demo are a few sprites that I made myself, can you guess which ones they are?



The Angels 22 List of Difficulties
The following list contains the programming challenges that I feel will be the most difficult to overcome, so read on and see how little I actually know about game programming....


Scripting
In order to have A22 work the way we are envisioning it (a sidescrolling Ace Combat essentially), we are going to require some sort of scripting. We aren't planning on anything super fancy, just spawning enemies after certain criteria are met, playing a certain sound(ie. radio chatter), etc. Because we don't need that elaborate of a system, I think I'm going to roll my own solution, which I have never done before, so we'll see how that turns out....

AI
The AI in A22 is going to have to be more complex than anything I've ever done. We are planning on having a wingman fly with you on most missions, which you can give simple instructions to, such as "Attack My Target" or "Form On Me". This is going to require some serious thinking on my part, as I have never done something on that scale before. Add to that the AI for enemy planes, tanks, missiles, and the bosses, and it looks like I've got a long road ahead of me.

Well, thats all the difficult stuff I can think of at this moment, everything else I have essentially done before, so it shouldn't be much of a problem. Anyways, thanks for reading this far, and let us know what you think of the project so far. Peace Out!
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Looking good as ever, do you have some kind of wind that affects the trees? Lots of them seem to be leaning to the left but none to the right

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That's looking pretty good.

I really like the idea of having an AI wingman playing along with you. I guess it'll be an extension of the enemy AI though? I asumme the enemy AI is a state machine so you just need to modify the states based on the players commands? Sounds like fun!

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Looking good as ever, do you have some kind of wind that affects the trees? Lots of them seem to be leaning to the left but none to the right


Yeah, I was going to code a random tree flipper, so that when trees get created, they have a 50-50 chance of being flipped or not, but I hadn't put that in there yet, so the trees are just leaning because Mark drew them that way.

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Wow, those are some awesome rocks. Forget Mark -- I want *you* making graphics for me! :-O


Yeah, I've got some mad skills, we can negotiate later[wink]

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Pretty!


Why thank you!

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I really like the idea of having an AI wingman playing along with you. I guess it'll be an extension of the enemy AI though? I asumme the enemy AI is a state machine so you just need to modify the states based on the players commands? Sounds like fun!


Yeah, we're hoping that by having the same wingmate that flys with you in every mission, we can insert enough radio chatter and situations to nail that elusive "Emotion Element". But you're right, the AI is a state machine, and every unit in the game has a std::vector of pointers to all the available targets on the level, so the individual units can pick and choose what they want to attack. Getting the wingman idea to work is going to require a few extra states (flying in formation, landing, etc), but hopefully, the enemy AI will be good enough that I won't need to do that many specialty states for the wingman. We think it sounds fun too!

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That's looking hawt. I think I'm just going to have my levels in xml files and edit in what I need by hand. (I had a bad experience writing a level editor once. A REAL bad experience.)

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Yeah, for a long time there I was making levels by hand, because the levels were laid out in text files, but it started to get out of hand, so I bit the bullet and started coding!

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