Iku is so under-appreciated.
Iku is so under-appreciated.
Last night was a pretty cool day. I added a simple event manager to handle global events. The driving force behind this was because I had no comfortable way to do something like explosions which could potentially affect anything in the world. I really didn’t want to have the explosion trying to figure out what it damaged and how to apply that damage.
With events, every ship and missile just listens for explosion events and if it’s close enough to care they will handle the application of damage. It’s a hell of a lot cleaner than the alternative.
Now that I have explosions, the first logical thing to do in my mind was add a flak cannon. Flak is special type of turret that is a combination point defense and general purpose defensive turret. Unlike the rapid fire point defense guns, flak will fire at anything hostile within range and not just missiles. However, it will prioritize incoming missiles over hostile ships.
Flak also uses different dispersion patterns based on what its shooting. For missiles, it requires a more precise pattern because the targets are so small and generally predictable. For fighter and bombers, the pattern is a lot wider to allow for more coverage when a fighter is maneuvering.
On the graphics front, I’ve tweaked a lot of the bullet and hit effects. They’re now a lot more dramatic and man does it make the game feel a lot better. In general I scaled all the effects up, but I tweaked a few of them as well. All bullets now have a subtle glow around them that adds a surprising amount to the overall game scene. It doesn’t show that well in webms but it’s a drastic difference ingame.
The ship explosions and capital size weapon explosions are now the ugliest looking things in the game right now. They’re among the first effects I made for the game and they’re starting to show their age compared to all the things I’ve fixed up since then.
I want to start getting damage states (the Freelancer meaning, not Star Citizen’s) up sometime soon to add interest to ships getting destroyed. There’s a lot that can be done with that because right now it’s pretty boring.
The result of a little game jam I decided to do for myself this weekend. There’s not much to it, but it’s cute watching the touhous walk around and talk to them. There were a few other things I’d like to do, but they didn’t look good nor did I want to spend too much time trying to make them work, like world generation. Maybe I’ll come back and add more to it later.
I’ve also included the source code if anyone wants to add onto it or learn how I did things.
Download (with source): http://www.mediafire.com/download/rs64j9gul6yh7c2/TouhouCrossing.zip
There was a local game jam where they had to make retro games and it got me thinking about how I know literally nothing about making 2D games so I tried to emulate one with 3D.
It’s nothing special, just an experiment to see what I could do with the idea. I basically copied the Touhou layout which, without the new GUI tools, ended up with some hard coded funniness. I could do this better to make the resolution scaleable but that was getting into really tertiary and annoying to deal with problems.
There are two cameras, one for the UI and one for the game world. The window with the game inside it is the game camera, and everything outside is the UI camera. I’ve only used multiple cameras once before, so that was neat to use again.
For kicks I added a focus button. It doesn’t change the shot pattern like it does in Touhou, but it still does the important thing of slowing you down and showing you your hitbox.
I thought about going further and doing the rest of the game stuff but that’s all gameplay that wouldn’t be too difficult to write. I already accomplished my main goal of mimicking a 2D interface and game window which was the interesting part.
Finally watched the Anzio OVA.
It was a blast and reminded me of everything I loved about Girls und Panzer. I don’t really have too much to say about it because it was just as good as the series and I know nothing about Italian tanks.
Anchovy wasn’t at all what I expected her to be. I only skimmed the comics after the first two chapters, so I don’t know what she was like in the comics but I was expecting a more Katyusha like character. Instead she’s kind of like a mix between Kay and Anzu. She’s also way taller than I was expecting. Her voice was was a surprise and much better than I had imagined her sounding. It’s really a shame that she was so glossed over in the main series.
It’s probably worth mentioning too that a lot of little unexplained holes from the main series get plugged in the OVA like when the Sodoko squad and mechanics join the team, and why Anchovy wasn’t there for the finals.
I wanted more Girls und Panzer and I got more Girls und Panzer. I couldn’t have asked for anything more.
After a week of nodev, I wanted to get back to working on this project.
I added a simple space dust effect that is significantly more efficient than my previous implementations. I don’t think it’s terribly good and it’s pretty subtle at the moment but it’ll do for now. I’m finding space dust surprisingly difficult to do right. I can’t think of any easy ways to do it without writing a lot of my own stuff.
The real change though, was that I changed bullets so that they inherit the firing ship’s velocity. It’s a very minor change but it feels so much better and intuitive. Maybe it’s because I’ll never get Tribes out of my system, but I had a lot of trouble aiming at targets while sliding sideways because I naturally account for my own motion when leading targets.
This is a hard change to visualize, especially when I have no strafe thrusters to really demonstrate it with but it’s there and you’ll have to take my word for it.
It’s a pretty trivial change to make, but the reason I was holding off on doing this was because I would need to redo the lead markers to take this into account. I had a lot of trouble doing this the last time I tried, and this time was no different. There’s a lot of very subtle and tiny things you have to take into account when predicting this as accurately as possible.
After some work I’ve got the accuracy down to about as good as it was before, maybe very slightly less. To test this I’ve been using the point defense turrets because they have the most difficult and precise job. They need to shoot down tiny missiles with high relative velocities all from a moving platform. It’s… good enough for now I suppose, but I’ll probably revisit this at some time.
Who are your game dev idols?
It’s a simple question I saw asked and thought it would be fun to answer.
Mike Tipul - Enemy Starfighter, ex-Bungie, and worked on the super memorable Halo Reach space dogfighting mission. I’m so hyped for his game and so tired of waiting for it and other space sims to come out that I started working on my own game to pass the time.
Josh Parnell - Limit Theory, procedural and graphics programming genius. Turned down Chris Roberts’ offer to work on Star Citizen so that he could work on Limit Theory. He’s a Freelancer fanboy that’s making the Freelancer he always wanted. Josh also posts daily updates on his progress and monthly dev videos that full of genuine enthusiasm for what he’s working on.
Freelancer - Not so much a person as a game. I modded Freelancer for years and know the engine and its quirks inside and out. Despite its shortcomings, I think Freelancer is a brilliantly designed game with a lot of little features and traits that people take for granted such as the incredible AI. “What would Freelancer do?” is something I often ask myself.
I am convinced it is impossible to beat Incursion without the enemy AI glitching out and not shooting you.
The first night I played Elite, I had no problem beating Incursion. I also noticed that first night that hardly any of the enemies were even shooting at me.
Ever since then, I get stuck of wave 7 almost every single time and have only made it to wave 8 a handful of times. The Sidewinder just can’t statistically withstand being shot by 2+ ships for any length of time. It doesn’t matter how fast I kill them with the railgun, especially at wave 8, I just can’t see how it’s mathematically possible to withstand at least 3 ships shooting at you at all times.
There’s this video floating around with some guy beating it, and watching it, for some reason I have yet to figure out, the enemy just doesn’t shoot at him. You can see it in wave 8 in particular. There’s he shouldn’t have all the contacts on his radar that aren’t the one he’s chasing firing on him, but they aren’t.
I have beaten Incursion before. The one run I managed to do it played like that video. I remember thinking to myself during that scenario, “Wow if they had actually been shooting at me I’d be dead.”