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Lol, well, put the ships any smaller and might as well call Slipstream RC (Radio Control).
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Jaws are dropped.
Looking good so far! I know things is still in the works but I would like to list out a feedback, hope you don't mind ;) :
- Camera jerk quickly when you sheer in different direction. It need not fixing to the center of AG craft. Can we make it swing side to side like original Wipeout?
- AG crafts' physics. The thing doesn't seem to slide. (But if you aim for something like WO Pulse/HD then disregard this feedback. :P )
- Also the pitching should react quicker, both when ordered to do so and when returning to default pitch level.
- AI beeline/slipstreaming right after each other, need more variety.
- Interface. This bugs me out the most. In race no one's gonna have time to take a look at small little text at the side of the screen. It need a visual that makes every info players needed (Shield, speed, picked up weapon,lab time etc.) comes out clear by just a glance of it.
Suggestion/question:
- How do we replenish our shield? Pit or absorb? (I'd go by absorb. Makes planning your line more important.)
- Any mascot like WO3's Curly? I thought it'd be cool. I had drawn one named Blocky in my corporate logo sketch I posted before.
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Actually I don't know why pitching is delayed so much as it worked fine is previous versions... I'll just change the way it works then xd
As for rest of feedback... that's all? :P I'm kidding... well, I'll do something with A.I behaviour someday :) And for mascot... hmmm, show me your "Blocky" and maybe I'll think of something where to put it... I have to make an Race Start Counter other than this one I have now so maybe there like in WO3 ^^ Now for HUD... well, these days we have huge variety of different monitors with different aspect ratios and resolutions so making a HUD is a little hard... especially if you want to write script for it so I'll take care of it later xd
btw... any ideas on what cockpit to put into my ship, Estanteon? xd My damn imagination left me and I can't finish this damn thing... (this "thing" in the middle of my ship's "arms" is my Junky ship I've put just so Estanteon have something to connect these arms)
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The AI question is an interesting one. Both Zero and myself have similar node based systems and from my experiments at least its not simple to add an avoidance system:
1: The ships are ALWAYS pointing toward a node- this means that if a ship sideshifts it (the ship) will swing out and it looks a bit strange. If this happens too close to a node the ship might even miss the node and double back on itself to pass the missed node, or the sideshift angle is too wide and the ship looses speed as its pointing the wrong way.
Another way would involve switching off the navigation quickly to dodge and then re-engage it, but again you have the problem of missing a node.
This can be solved by making the distance trigger of the node (i.e. a ship needs to be within this range to trigger it has 'passed' it) larger. This makes pathfinding slightly sloppier though, as the node path is not followed closely.
Also, if you are using linear velocities to sideshift an move forwards, you are mixing vectors which sometimes have unforseen interactions.
2: It would need a few rays to get working: one to detect the obstacle, and another (plus logic) to check the space the ship is moving into is empty. For those with i7s or quad cores ( hee hee ;)) this is not much of a problem, but for low end CPUs this is an extra thing to do.
These things are not impossible to solve, but they highlight the limitations of node based navigation.
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Ok, in short:
1. These are my nodes which cannot be missed: here
2. Simple "for" loop is enough for objects near ship on specified distance to detect bombs and other things :P
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4 Attachment(s)
took it upon myself to help out with some 3d modeling... I'm not as good as xpand or zero... well anyone obviously and I cant do textures worth a damn but here are some basic renders of Ifreet and some livery suggestions Attachment 6075Attachment 6076Attachment 6077Attachment 6078
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Zero: I forgot that Slipstream was track based! Since my game is set in the sky (i.e. flying) 3d movement has its headaches- I sometimes wish I stayed on the ground!
Oryx Crake: Nice!
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2 Attachment(s)
I present the first pictures of Basin Park Run and incidentally Basin Park Hill an idea I've been working on for a while: 2 tracks on the same map, lower and upper level of the Basin park district in a hitherto unnamed city. Enjoy.Attachment 6084Attachment 6085
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Draco cavernae update
Attachment 6086