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T3h Weapons HUD!!!

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Sir Sapo

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Hey everyone!

Today I've got those HUD screens I promised yesterday, and I must say, they look mighty cool, and even better, it was fun to work on, which is a nice change of pace from writing dialog systems!

Weapons Indicator
This is an essential addition to the game, and was a big step towards getting a demo out, because, while I know that weapon #2 is a Mk82 dumb bomb, doesn't mean you guys will[wink]. Anyways, Mark gave me the textures this morning, and after about 4 hours conversing on IM, I had gotten the HUD working pretty well. It was a royal pain in the ass to get the text and weapon image placement right though, that took about 2 hours itself, but I really like how it turned out, but what do you guys think? NOTE: The bottom part of the indicator isn't done yet, because we haven't implemented different ammunition types for the gun, but that's what goes in those empty spots at the bottom... I'll have it done soon[grin]



Demo
We are very close to releasing a demo for you guys to play. The rough edges are being sandpapered away, and we're almost ready to let you guys play with our baby, but we want everything to go well the first time, so we're taking the time to get everything right for the release. Don't expect very much beside basic combat in our demo however, we'll probably just build a level with some Light/Medium AAA and a couple SAM sites. Don't expect any Nuclear Cannons firing or much scripting going on[grin] Anyways, I just wanted to let you guys know we haven't completely abandonded you yet. The big thing that needs to get done before we release the demo is menus. We don't have any yet, but once we get that system working, expect a demo release really soon!

Anyways, thats about it for now, as always, comments are welcome, and I'll talk to you guys later!
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Nice HUD, is there going to be more? Damage indicators maybe?
Looking forward towards the demo. How exactly does one control the aircraft, just like in Angels 20?

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Nice HUD, is there going to be more? Damage indicators maybe?
Looking forward towards the demo. How exactly does one control the aircraft, just like in Angels 20?


There is going to be a little extension off the radar that shows health, fuel, speed, and altitude, but thats about it, we're trying to keep the HUD to a minimum.

The controls are pretty much like Angels 20, but the mechanics are a bit different. For example, while in Angels 20 you have an airbrake and a boost, in Angels 22 you actually set the speed of the plane using the throttle. It's not final, but if you could play Angels 20, you wont have any problems with A22.

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Looks good, do you use in-game anti analising or is it all pre-rendered.


I'm not quite sure what you mean here. If you mean do we anti-alias the airplane and stuff, sort of, we use linear texture filtering to give it a bit of a fuzzy edge when rotated so that it doesn't look like crap. Same goes for the text and everything else. Sorry if that doesn't answer your question, and thanks for the comment!

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Fantastic work Sapo, I'm still incredibly impressed at how quickly and efficiently you've managed to create such a visually high-quality game. Once we get to check out the demo I can (and likely shall :P) say the same for the rest of the game. [smile]

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Thanks, Hopedagger!

Too bad we really don't have the menus up and runnig, but it shouldn't be too hard to make some placeholders(the final ones are going to be really cool)

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Yeah thanks Hope!

This is about the 5th time we've tried to make a game like this, so we're getting pretty good at doing things right the first time, and not getting in over our heads[grin]

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