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Un Grande Entry-o

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Hey everyone!

I have one hell of an entry for you guys today, so read on, and be enlightened!!!


The HUD
I laid out the complete HUD today(using some old textures, but you get the idea), and I even created a dialog box that pops up when radio messages come up, which is kinda neat looking, it even has a little picture of who's talking next to it. Problem is, it just sits there right now, as I haven't coded much past the rendering code, so for now, it's static[grin] I also had trouble with the "CAUTION" indicator, so I took it out for a while, which is why it is not in any of the screens[grin] Anyways, check out the screeny below for a look at what the complete HUD will (sort of) look like!



Trajectory Calculator
As someone mentioned in an earlier comment, we really needed to add a trajectory calculator for the weapons in the game. This was actually harder than you would think, because lots of the weapons have wierd characteristics, such as the parachute-retarded bomb, so I couldn't just use a simple model to calculate the trajectory. Well, I solved this problem by creating a temporary weapon each frame, then updating it until it goes off the screen, then tracing it's locations at each update. This works pretty well, and by skipping a couple updates ahead, I was able to reduce the CPU workload, and get a cool dashed line path. Anyways, you can see the trajectory for a bomb if I were to drop it at my current angle and speed in the screeny below, it makes blowing stuff up much easier[grin]



Scripting!!
This was my crowning achievement for the day. I've been worrying about implementing a form of scripting, and I guess all the worrying helped me realize the best way to do it, and I made my own "scripting" system today. I was considering using an actual scripting language such as LUA, but I didn't think I could learn to use it effectively, while still getting stuff done with the actual game, so I decided to roll my own solution. My system pretty much works by loading an series of 'events', each with a trigger, and a reaction. Then, the game periodically checks to see if any of the event's trigger criteria have been met. If the criteria has been met, the game then executes the scripts 'reaction', which can be anything really, because the Script Manager "owns" the game object, so we can manipulate stuff really easily, which is pretty cool[grin] Anyways, here's an example 'event' from the test level that respawns the player if the player dies....

Format: TRIGGER + PARAMETERS(optional) + REACTION + PARAMETERS(optional)

-PLAYERDEAD,RESPAWNPLAYER,400,200;

As you may have guessed, PLAYERDEAD is the keyword for the "If the Player is Dead" trigger. That trigger doesn't have any parameters, as it is pretty straightforward. RESPAWNPLAYER is the keyword for.... thats right, respawning the player! This reaction actually does have 2 parameters, which are the x and y positions to spawn the player at. As you can see, this system is pretty easy to use, and extend.

Night Vision!
So I was playing with some OpenGL commands I usually don't use, and I discovered how to create a simple night vision effect. It's pretty simple actually, all I did was set up the current material to reflect only green light, I then disable all the writes to the color buffer except those to the green channel. It actually looks pretty cool, and it gives us one more usable item to add to the list(which is growing[grin]). The scene you see below is actually pitch black without the NVG effect, which makes switching the NVG's on and off pretty cool looking!



Items and Weapons
As you may have noticed, I mentioned items in the NVG paragraph. Well, Mark and I have come up with a cool system of equipping your fighter for each mission, and IMO its going to be pretty awesome. See, your fighter has 4 "slots" that you can fill. 2 of the slots are used for secondary weapons, such as bombs and missiles, another slot is used for your gun, which can be armed with plenty ammunition types, and the 4th slot is used to carry one "item". The items we've come up with so far include extra decoy flares, nightvision goggles, a targeting pod(which allows you to use the trajectory calculator), and tons of cool other things that will make life a little easier in the missions of Angels 22. One thing we really want to stress however is the decision between what stuff you really need for the mission, I'm hoping we can get teh player to think stuff like: "Well, I could bring NVGs on this night mission so I can see better, but there's lots of SAMs, so maybe extra flares would be a good idea...."

Well, thats all I've got for now, as always, comments are welcome, and as you may have noticed, we do listen to you guys[grin] Peace Out!

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I don't know what to add to those gameplay ideas, they sound great and I'm sure it will be very exciting to play. I really dig the trajectory calculator, that really is exactly what I was hoping on, cool stuff!

Night vision is a good idea, but now you have to add a overlay noise texture to make the screen grainy and blotched. Animating it, or at least switching through various noise texture would be awesome. I hope you'll try adding that.

Well, that's all for now, thanks for the update! I gotta go.

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Hey thats nice work! Me like HUD and the scripting thing sounds cool [smile], NGV is cool also!

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That's pretty damn cool. Keep up the good work. About the trajectory thingo, the lines look like curved bullets, I actually looked at that picture for a while wondering what the heck was going on!? Maybe green or something... fits with the NVG

Cheers
Jacob

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Geez, Sapo, this progress is kick-arse. You're making me all jealous-like, hehe. [sad]

(I need to stop playing Oblivion again!)

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Seriously, you have some sort of time-stopping machine don't you?

Nightvision looks awesome! Keep up the good work!

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Sweet, we need a better trajectory indicator (maybe with a cool altitude timer-thingy and some random visual stuff)

Could we exclude the HUD from the night vision? That may be less overwhelmingly color-wise.

Also, the dialouge script I think would be better just regualar text layed over the screen - well, maybe. We need to talk about it(I ain't drawing little pictures for the people).

And the radar, instead of regular colors, should be high-contrast (sky dark, bright colors for other stuff, and be prepared to simulate jamming)

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Quote:
I don't know what to add to those gameplay ideas, they sound great and I'm sure it will be very exciting to play. I really dig the trajectory calculator, that really is exactly what I was hoping on, cool stuff!

Night vision is a good idea, but now you have to add a overlay noise texture to make the screen grainy and blotched. Animating it, or at least switching through various noise texture would be awesome. I hope you'll try adding that.

Well, that's all for now, thanks for the update! I gotta go.


Thanks, I'm thinking of ways to make the night vision a bit more "noisy", so check back later, and I may have something for ya!

Quote:
Hey thats nice work! Me like HUD and the scripting thing sounds cool , NGV is cool also!


Thank yyou kind sir!

Quote:
That's pretty damn cool. Keep up the good work. About the trajectory thingo, the lines look like curved bullets, I actually looked at that picture for a while wondering what the heck was going on!? Maybe green or something... fits with the NVG

Cheers
Jacob


Yes, thats an unfortunate side effect of me being up really late, because now I realize red was a bad color choice[grin] Thanks for the comment!

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Damn, Sopwith on crack!

Nice GUI .


Thats what we're going for[wink]

Quote:
Geez, Sapo, this progress is kick-arse. You're making me all jealous-like, hehe.

(I need to stop playing Oblivion again!)


Well I'm sure once you start your new "secret" project we can begin the productivity race again[grin]

Quote:
Seriously, you have some sort of time-stopping machine don't you?

Nightvision looks awesome! Keep up the good work!


Yes.... or a job that starts at noon which allows me to stay up until 4 coding stuff.. either or[grin]

Quote:
Sweet, we need a better trajectory indicator (maybe with a cool altitude timer-thingy and some random visual stuff)

Could we exclude the HUD from the night vision? That may be less overwhelmingly color-wise.

Also, the dialouge script I think would be better just regualar text layed over the screen - well, maybe. We need to talk about it(I ain't drawing little pictures for the people).

And the radar, instead of regular colors, should be high-contrast (sky dark, bright colors for other stuff, and be prepared to simulate jamming)


Yeah, give me a mockup of an indicator and I'll get to work, I'm thinking lots of useless numbers[wink] Anything we want to exclude from the light calculations can be done by simply disabling lighting when drawing that object, so it won't be a problem to make the HUD excempt. I would prefer that we at least keep the large text background, but if you don't want to draw little pictures than we can leave that part out. The radar should be no problem, and jamming it should be as simple as switching between noise textures really fast, so no worrys there.

Thaks for the comments everyone, your enthusiasm really makes a difference!

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It must be a time machine. I'm up until 4 almost every night and I don't get nearly as much done as you, plus I only work 2 days a week. That, or maybe I'm just lazy. Hmmm...

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Well my job allows me much time to just sit and think about programming stuff, so when I get home, I have a clear cut plan on how to program something... that, and I have a time machine[grin]

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Guest Anonymous Poster

Posted

You need flack bursts for your AAA.

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Guest Anonymous Poster

Posted

make radar god's eye veiw rather than profile like a real radar. Then have treats come up on it as you get near them and throw a crosshair on it for you weapon impact point. Pickle when the crosshairs are on the target.

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