
See the lovely screen there, on the right? About 1/4 of a second after I took the frame, the missile hit and there was a real free-for-all, resulting in many many deaths. I would feel bad, but it's only code. I'm not really a god.
It'll need a little gentle "teasing" into position so it fits on stadard def TVs, but this was really a "proof of concept" thing so I'm really glad it fit in so snugly -and no significant drop in frame rate. Amazing. I've managed to have 3 out of 4 missiles flying at the same time and it looks incredible. Tomorrow I'm moving the cash and cargo indicators so they're above the HUD panels (cash on the left, cargo on the right) and they'll do *something* when the totals change -some funky transitional thing. The space station is in place, and I also put a pause button and some new (placeholder) sound effects in today. And improving laser collisions, making attacking enemies flash on the HUD along with powerups and missiles and making the AI guys powerup aware and able to fire missiles at eachother. Once everything's in it's right place I'm going to add an "awardments" engine, for things like "kill 10 in 5 minutes", "kill 50 enemies", "capture 100 items of cargo" and blah blah, which means adding a save feature. I'll chuck it on the pause menu which, incidently, is going to double as access to the shipboard computer, which will let you save/load, restart, view your cargo and weapons status, kills, cash, ranking, achievements, activate other HUD features (navigation arrows for targets and space station) and (gasp) activate races. I'm looking forward to doing the race engine, that's going to be a great laugh and a lot of the checkpoint and route methods will be reusable for the mission engine. So things are going very, very nicely. It makes me wonder why Carrum took so long ;0)
Spit spot!
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