I haven't done much visible work on Angels 20 in a while, most of the work I did do was internally, messing with the invisible numbers that deal flak damage and whatnot. Speaking of flak, I have reached a fork in the game design road, and I'm coming to you guys for help. When I initially started A20, it was meant just for me and my friends, so I could include some wierd stuff, but always be there to answer their "What's that doing?" questions. Now that A20 is out there for anyone to download, I've run into some problems. I would really like it if you guys gave me your opinions on what sounds better to you about these problems:
Problem 1: Flak Functionality
In Angels 20, the flak does not fire an entity at you and see if it hits you to deal damage, it works by:
-Looking to see if the Player is in range
-If so, roll a "dice" to see if your shot hits the player
-If so, hurt the player
-If not, go to step 1
This is how it was done in Wings of Fury (as far as I can tell), and thats how I have it running in the game right now. The problem with this technique is:
-Players dont know why they are being hit
-No real way to dodge the flak beside staying out of range
Now, would you guys like to see the flak fire actual projectiles that you can dodge, or have the flak remain as is? Let me know.
Problem 2: Controls
This one is going to be a hard one to solve. While the controls in A20 seem second nature and very intuitive to me, most of the people I have talked to have had trouble when the controls switch when you go from hover to flight modes(and vice versa). I think the big thing that throws people off is how the jet stalls at first , but then you can control it after you get speed back. I programmed a flight-model changer into the game, so now you can switch from an 'advanced model' (what it has been the whole time) or a 'beginners model' where you cannot stall. Let me know if you guys have any suggestions to make the controls better, and I'll try and incorporate them into my next update if they make sense.
Well those are the two big problems I'm wrestling with right now. I started coding an explosion entity that could be drawn behind the particle emitter when a bomb goes off, making it look less like a fireworks show. I've decided to entirely recode the enemy plane AI to make it... 'gooder' than it was before. I'm going to add states to it so that it will be able to change it's behavior state on the fly depending on the situation, and become more unpredictable.
Mark has been working on some alternate paint schemes for the Partisan fighter, which you can see in the image below.
Let us know what you think of them (it helps feed Mark's ego and keeps him working). I think I'm going to use the bigger 128 x 128 images for cutscenes and whatnot, since they dont look right when shrunk in game, (and they look cool anyway). I really like how the new in-game Tundra Partisan looks, I don't know why, but I really like it.
I started writing the backstory and Mission briefings yesterday, so expect a little teaser or something soon.
Anyways, I'll talk to ou guys later, and dont forget tot give me your opinion on my problems.