Iter 14

Forum to keep track of new game features, changes, and related items.
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Iter 14

Postby chaosavy » Wed Oct 24, 2012 10:27 pm

Turret Enhancements:
Re-enabled "turret view" allowing player to directly control turret from the vantage point of the turret - press F4 to access turret mode
Turrets now support recoil - yay :)
Physics ray hits help with turret aiming positions - otherwise turrets would try to over shoot where the mouse cursor is aiming in certain situations
For other turret related enhancements see command mode below...


Command Mode:
Command mode added - press F5 to enter command mode
Command mode features a "multi turret view" - allowing player to controll multiple turrets simultaneously
Toggling (aka pressing F5) will cycle turrets to control - initially all - then offensive, then parent's target, then defense, then point defense - then loop back to all
In multi turret view player can zoom in/out (via mouse) as well as move the camera up/down (Q/E) to get a good view of the target (so that the player ship doesn't obscure it)
Player can toggle turrets to auto track targets - or manually aim turrets like in turret mode
Player can issue a "move command" by pressing 1 then moving the mouse and QE to designate a go to point
Player can issue a "thruster command" by pressing 2 WASD QE to designate a go to point - a thruster command uses thrusters instead of main engines
Player can issue a "turn command" by pressing 3 then moving the mosue to designate a turning radius
Players can issue a "return to neutral orientation" command by pressing the 4 key - this command rolls and pitches to 0 - so the ship is "oriented" as if on a "ground plane")
Players can issue a "cancel current order" command by pressing the 0 key
Command mode shows the above commands (eg: turning circle) when ship is executing the commands
Because it can be a bit confusing selecting and issuing a target in command mode (is it for the turrets? is it for the ship? is it for both?) players can toggle "issue target" setting in command mode via holding down shift and pressing the T key (also a gui - drop down menu exists for this)
Press SHIFT and the A key to toggle turret auto track of targets in turret and command modes
Added tutorial dealing with command and turret modes

Explosion Enhancements:
Re-worked code handling hit effects (explosions and hits) to be more efficient
Explosions and hits now inherit their velocity correctly so you won't see hits/explosions trail the object that they hit
An explosion can have multiple sounds and will play them randomly to increase sound variety
Explosions can now damage and push away other objects based on a radius damage and push force - think large ships or energy pods exploding - this also will lead to potentially new weapons - mines, area of effect weapons, nuclear missiles :) - should be awesome!! :)

Transport and Cargo Enhancements:
Re-worked how transport ships "hold" and treat cargo.
Transport ships now visually show the cargo pods that they carry in "pod docks"
Cargo Pods can be issued targets just like ships can - they will travel towards that target


Sound Enhancements:
How sounds are read into the game engine changed to include reading in their paramaters such as max distance and fall off.
Unified sound handling to a sound object handler rather than the previous "all over the damned place" method
Sounds objects can be specified via xml files to be basic, looping, random (plays a random sound form a list) and sequence (always follows one sound after another from a list)
Random and sequence sound objects- if they don't have enough sound files (when a needed sound is already playing) the sound object will create a new sound and play that
Sound files can be further tweaked via a "default" volume that is then further modified by the master volume based on sound type (eg: music, or effects)
Sound overhaul, tweaked sound files in the game, their volume and paramaters
Turrets can now have a "turn" sound - while in turret mode or command mode and controlling multiple turrets

Misc Changes:
Removed "thrust modifier" that slowed down ship's thrust when above cruise speed. Originally I thought it would be a good idea to slow ships down if they were going to fast, but now it seems silly to arbitrarily slow down engines - in space etc. The result is that ships should accelerate and decelerate quicker making them a more nimble and faster.
Docking with asteroid bases - re-worked to use collision object located at entry point into base instead of awckward distance checks - meaning - much improved :)
Player's manualy piloting capture ships can dock with friendly or enemy asteroid bases
Because of the introduction of command mode I've had to re-work how pause/unpause and switch to tactical - switch back from tactical modes work to preserve the previous mode's view and control settings - still not a 100% but a big improvement
Afterburners changed as to not fire unless there's a bit of capacity - to prevent annoying endles micro fires - since it messes with sound playing and recharge.
Added message objective - just displays message - is auto completed.
Bug Fixes:
Fixed some jittering (constant going from + to - movement speed) of the camera - mostly seen in tactical mode
Fixed bug with "look" code - bug resulted in less than smooth turning of the camera
Fixed crash bug on loading - gate spawn lists were read in - incorrectly
FIxed various gate spawn load bugs
Sound listener was attached to the wrong point meaning that look orientation wasn't correctly factored into the sound direction
Fixed bug with ship switch GUI not working after loading a game from within the game world
Fixed issues with saving/loading of objectives

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Re: Iter 14 - UPCOMING

Postby chaosavy » Wed Oct 24, 2012 10:28 pm

Reserved 1

Developer
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Posts: 992
Joined: Mon Dec 27, 2010 11:12 pm

Re: Iter 14 - UPCOMING

Postby chaosavy » Wed Oct 24, 2012 10:28 pm

Reserved 2

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