• entries
271
969
• views
190022

# Moovee!!!!!

167 views

Hey everyone!

Today I've got what I've been promising for a while... no, not a demo, a movie of me playing our game[grin].

The Movie
This movie is relatively long (2.5 minutes), and it shows off some pretty cool stuff, namely, weapon usage, and targeting. It's probably my favorite video, and it has some cool moments in it, so you guys should give it a download!

Angels 22 Video (8.4MB)
NOTE: You may have to turn your volume up to hear my narration, it's about 3AM here, so I had to be quiet, and I forgot to change the volume before I finalized the video, Sorry

Target Indicator
For all of you who aren't going to download the video (shame...), one of my favorite parts of the video is the part where I show off the target indicators. The target indicators are really intuitive, but damn difficult to explain, so I'll show you guys a screeny, and I think you'll be able to figure out how it works:

Just in case you don't see how that works, the indicatoris drawn so that if you point your plane towards the indicator, you are pointing towards your target. Once the target come into view, the indicator goes away, and the target is bracketed by red lines... its much cooler in motion, I swear[grin]

It's pretty late here, so thats all I can write for now, come back tomorrow, and I should have something new to show you guys. Llet us know what you think of the project so far, and have a good night/day. Peace Out!

The way you can manipulate the height and shape of the landscape is the most impressive feature I've seen so far. The lock-on is also pretty cool, do you have some way of selecting between multiple targets, for example, you are flying over an area with 3 possible targets, can you select which one to lock-on to?

You could also extend that so a missle may not take out certain harder targets only damage them quite a bit, if the lock on system showed you multiple possible targets and their health then you could decide which is the best one to take out. Knowing harder targets take multiple hits you probably want to focus on the easier enemy units first.

More videos please :-)

##### Link to comment
Awesome. Your progress has been almost ridiculously speedy! I can't wait to play this one, Dr. Sapo!

##### Link to comment
Great stuff, are you going to implement some targeting help for bombs? You know, something which considers the current velocity and height and indicates when the bomb should be released to attack a certain target.

##### Link to comment
Good lord, Sapo. That looks amazingly fantastic - get us a demo plox!!!!1

##### Link to comment
Quote:
 The way you can manipulate the height and shape of the landscape is the most impressive feature I've seen so far. The lock-on is also pretty cool, do you have some way of selecting between multiple targets, for example, you are flying over an area with 3 possible targets, can you select which one to lock-on to? You could also extend that so a missle may not take out certain harder targets only damage them quite a bit, if the lock on system showed you multiple possible targets and their health then you could decide which is the best one to take out. Knowing harder targets take multiple hits you probably want to focus on the easier enemy units first. More videos please :-)

Thanks, I'm really happy with how easy the editor is to work with now! Right now, there are 3 different ways to target something:

NEXT GROUND TARGET - Targets the next ground target in the queue
NEXT AIR TARGET - Target the next air target in the queue
CLOSEST TARGET - Targets the closest enemy, regardless of type

What you were seeing in the video was the CLOSEST TARGET selection, so there are ways to pick and choose your target.

As for the missile destroying the targets in one hit, that was just so I could show you guys how much destruction you can create with just 4 missiles, all I need to do is change the line that says "damagetodeal = 100", and we can make them do less damage.

Quote:
 Awesome. Your progress has been almost ridiculously speedy! I can't wait to play this one, Dr. Sapo!

Why thank you, let me insert a random plug for Admiral Overalls to show my gratitude[grin]

Quote:
 Great stuff, are you going to implement some targeting help for bombs? You know, something which considers the current velocity and height and indicates when the bomb should be released to attack a certain target.

I want to make a little indicator that shows what the trajectory of the bomb would be if dropped at that time, so you could more accurately drop them, but I haven't sat down and tried it yet, check back later!

Quote:
 Good lord, Sapo. That looks amazingly fantastic - get us a demo plox!!!!1

Thanks, and I'm working on it[grin]

##### Link to comment
Nice targeting system!

##### Link to comment
E-leet video, man. And slammin' editor. Keep up the good work!

-IV

##### Link to comment
The guided missile paths are smooth and sexy! Keep up the good work, both of you.

##### Link to comment
Thanks, lets just hope it runs well on a not-kickass machine!

## Create an account or sign in to comment

You need to be a member in order to leave a comment

## Create an account

Sign up for a new account in our community. It's easy!

Register a new account

• ### What is your GameDev Story?

In 2019 we are celebrating 20 years of GameDev.net! Share your GameDev Story with us.

(You must login to your GameDev.net account.)

×