Tuesday, February 24, 2009

Got the path planner up and running. This ended up being a lot of work, but I've got a really great system in place, so it should do a good job of moving ships of different sizes around.



You can see here that the ship to the left is moving from straight ahead, but a concave obstacle is in the way. The obstacle is represented by the light blue line. One tricky thing is that we want the ship to stay away from the obstacle by it's radius. So you can see, I had to write an algorithm that would grow a concave obstacle by any arbitrary amount, THIS IS ACTUALLY REALLY HARD! But after a few nights of pulling my hair out I finally figured out how to do it.

Next step is to add the asteroid field to the editor and hook it up with the pathing system so that ships can navigate around the fields.

Sunday, February 1, 2009

Finished the improvements to the script editor. Including the spline editor and the ability to fire events when an object on the spline passes certain event markers. Still have some model work to do, but I think this a good point to shoot another video of the game. You'll also see that the procedurarl asteroids are done, both as standalone objects (the green asteroid) and as parts of a model (the stardock). Also the colorization system is in which lets the models look a lot better then before.




Next up is to add an editor object that lest me place the asteroid fields I had prototyped in the last video. Also, some more work on turning the hud on and off through script (that should be very easy) and then starting to implement the actual tutorial: Fire at a probe, use the drones, use your nanite system.