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5th July 2012, 09:25 AM
#11
200th page already? How time flies!
Unity is quite annoying in what it allows in the free version, its why I stuck with Blender.
Update from me:
I have started to use the sun shadows in Blender (so I have shadows now).
I had a friend on BlenderArtists redo a portion of my steering code (vectors are not my strong point) and now movement is extremely fluid. This also means ships can fly faster.
In addition to the above, I have made a simple breaking mechanism that kicks in when the ship overshoots a node, reducing the time for an AI to recover.
I have now made several animation 'hooks' so objects have values to work from (i.e. using vector values to work out how far a ship has banked left or right (or braked).
The weapon /ship parenting works better now, when a ship explodes the weapon now spins to earth, although I have to make the weapon disable itself on release. In demos I have seen ships collide in mid air and bits fly everywhere. Damaged ships now trail smoke (well, spheres at the minute).
My defensive cannon is fun to watch in action- it will now track to and fire at the nearest ship that is underneath the ship carrying it. When the cannon is not being used it will turn its barrel back to its 'neutral' position.
I have ironed out some bugs in the menu system that spawns ships, although I am thinking of changing how this is done in game. Now I need only one copy of any object to spawn objects in game, and they are all treated individually rather than sharing properties and variables. All I need to do now is change five variables to make a new 'spawn' button in the GUI.
A few minor bug fixes (spawn points being incorrect due to scale issues).
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