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11th October 2015, 06:44 PM
#33
Hi !
It is pretty close to the original feeling, look at how the ship behaves when jumping a section; it's pretty much the same
. Remember, it's the 2 months old vid. here, so without any fixes such as collisions and fine tuning the constraint. I think it's the the right design (constraint on top) but it needs to be fine tuned quite a bit.
Regarding pro help I know nobody in the game industry for asking ... I guess I found the best out of web resources, best tips coming from this forum in fact
. I've started working back on the project so expect cool news over the next 2 weeks, hopefully. Now I'm helping out bigsnake on Ballistic NG, an input manager that'll end on mine as well and looking to share my ship loading facility as per his request. I might very well get some help from him later at some point ! (haven't heard from BeRo (supraleiter) for quite a while btw)
What I'd like is to nail this thing down to the best I can, then proceed to AI/enemies (I do have the full track scene + skybox btw). I takes quite a bit to get back on feet when you haven't worked on the thing for 2 months, slowly getting back to it by helping BNG through the input mapper and code sharing is a good thing IMO. (what you're seeing consists of nearly +300 classes
, it's definitely gonna take me a few days to be comfortable again with the code base
)
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