| Finally Releasing a Map | |
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+6Balnazzar Dragonheart91 Bartimaeus TanK_OwneR SinisteRing Piddagoras 10 posters |
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Piddagoras Map Maker
Number of posts : 592 Registration date : 2008-05-22 Age : 36 Location : California
Your Character Level: 1 Primary Move: Cosines and Sines.
| Subject: Finally Releasing a Map Thu Feb 05, 2009 11:19 pm | |
| Gyro Battle version Alpha 1Download HereFull physics engine based dogfight game. Not much else to say. This is a protected version of the map, feel free to host it as much as you want if you enjoy it. Comments are welcome, as always. | |
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SinisteRing Webmaster
Number of posts : 2032 Registration date : 2008-05-21 Age : 31 Location : New Hampshire
Your Character Level: 1 Primary Move: Telekinetic Choke
| Subject: Re: Finally Releasing a Map Thu Feb 05, 2009 11:47 pm | |
| If enough people like it, and you think you'll be able to maintain it, I'll give you your own section for comments/suggestions/bug reports etc. Basically what I did with Zync's Metal & Magic.
We'll see how people respond.
P.S. I have no time to play it now, hopefully I'll be able to later on. | |
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TanK_OwneR Apprentice Sage
Number of posts : 718 Registration date : 2008-05-26 Age : 31 Location : The Shadows
Your Character Level: 1 Primary Move: Flying Face Pwn
| Subject: Re: Finally Releasing a Map Thu Feb 05, 2009 11:59 pm | |
| Is that the Kobold map you were working on before? Like in a real map form? | |
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Piddagoras Map Maker
Number of posts : 592 Registration date : 2008-05-22 Age : 36 Location : California
Your Character Level: 1 Primary Move: Cosines and Sines.
| Subject: Re: Finally Releasing a Map Fri Feb 06, 2009 1:57 am | |
| Sortof, the ground unit physics are still in place, but there are no ground units. I could come up with some intricate gameplay mechanic to use both ground and flying units, but I wanted to finally get something playable out. Its very simple with a kill/death multiboard and just a deathmatch mode.
Its basically the kobold map upgraded.
I already have plans for an item system and a few extra projectile weapon types. As well as a few possible ideas for gameplay objectives/alternate modes | |
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Bartimaeus Moderator
Number of posts : 865 Registration date : 2008-05-21 Age : 111
Your Character Level: 1 Primary Move: Inferno
| Subject: Re: Finally Releasing a Map Fri Feb 06, 2009 5:32 pm | |
| Already played this yesterday, and it's pretty amazing. | |
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Dragonheart91 Godlike Sage
Number of posts : 2358 Registration date : 2008-05-21
Your Character Level: 1 Primary Move: Cursed Waves (pwned much?)
| Subject: Re: Finally Releasing a Map Fri Feb 06, 2009 5:52 pm | |
| I will play it eventually. | |
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Balnazzar Elite Mage
Number of posts : 371 Registration date : 2008-10-29 Age : 113
Your Character Level: 1 Primary Move: Communist Propaganda
| Subject: Re: Finally Releasing a Map Wed Feb 11, 2009 6:59 am | |
| Great, kobolds had a lot of potential, I will play this as soon as my IP Ban ends, wich is in 3 weeks, I think. | |
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Rhys Map Maker
Number of posts : 719 Registration date : 2008-05-23 Age : 42 Location : Massachusetts
Your Character Level: 1 Primary Move: Atomic Tea-Bag
| Subject: Re: Finally Releasing a Map Wed Feb 11, 2009 10:12 am | |
| Play it offline in single player mode if you have to. Trust me this system pyth built here has many applications. Its cool to look at when you have ascended up into the air. | |
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Lagger09 Legendary
Number of posts : 535 Registration date : 2008-05-23 Age : 31 Location : SoCal
Your Character Level: 1 Primary Move: I am the Destroyer of Time... guess...
| Subject: Re: Finally Releasing a Map Wed Feb 11, 2009 7:53 pm | |
| the aquisition and homing system also worked very well, especially considering the differences in altitude. | |
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Piddagoras Map Maker
Number of posts : 592 Registration date : 2008-05-22 Age : 36 Location : California
Your Character Level: 1 Primary Move: Cosines and Sines.
| Subject: Re: Finally Releasing a Map Wed Feb 11, 2009 7:57 pm | |
| Well yeah, its just the arc-cosine of the unitized dot products of facing vectors and vectors between objects. I'm working more on the homing system because its a little different because I use it to find the BEST target with the lowest distance and angle difference. But I would like to be able to send a max angle difference along for the ride so I can tweak different homing missile types to require more accuracy to get them to lock on and do more damage or move faster etc in the future. | |
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Coverzin Intermediate Mage
Number of posts : 46 Registration date : 2009-01-04
| Subject: Re: Finally Releasing a Map Thu Feb 12, 2009 12:09 am | |
| - Pythagoras wrote:
- Well yeah, its just the arc-cosine of the unitized dot products of facing vectors and vectors between objects. I'm working more on the homing system because its a little different because I use it to find the BEST target with the lowest distance and angle difference. But I would like to be able to send a max angle difference along for the ride so I can tweak different homing missile types to require more accuracy to get them to lock on and do more damage or move faster etc in the future.
You know you're a nerd when: You understand the first sentence of Pyth's post. I am a nerd (btw, being a programmer doesn't count) | |
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Lagger09 Legendary
Number of posts : 535 Registration date : 2008-05-23 Age : 31 Location : SoCal
Your Character Level: 1 Primary Move: I am the Destroyer of Time... guess...
| Subject: Re: Finally Releasing a Map Thu Feb 12, 2009 12:19 am | |
| I understood the basic ideea of the 1s sentence, and i fully understood the rest. does that make me a nerd? because i don't enjoy school such as the sterotype would lead you to belive. | |
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Zync Elite Mage
Number of posts : 364 Registration date : 2008-06-20 Age : 39 Location : Arizona
Your Character Level: 1 Primary Move: Karate Chop
| Subject: Re: Finally Releasing a Map Thu Feb 12, 2009 3:21 am | |
| That is very cool. Very original, potential for great gameplay, simply amazing.
I do have 2 questions: 1) When you order your unit to move to a location, it overshoots it and turns around, and wobbles back and forth. I think the idea is great! However, if you then Ascend or Descend, you halt your horizontal movement. Is that on purpose? Or an oversight? 2) How are you going to control the camera? I just fooled around with it by myself, not with anyone else, but I already found it hard to keep a good sight on my unit, so I was just wondering.
Overall though, fantastic! | |
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Piddagoras Map Maker
Number of posts : 592 Registration date : 2008-05-22 Age : 36 Location : California
Your Character Level: 1 Primary Move: Cosines and Sines.
| Subject: Re: Finally Releasing a Map Thu Feb 12, 2009 4:09 am | |
| Thanks The way I manage movement is by applying acceleration based on the unit's current orders as of the time of engine iteration. The magnitude of the force applied is equal to the "speed" quantity that the object is assigned. With flying units I also chose to allow 1% of gravity to apply at all times. I don't necessarily stop horizontal movement, your horizontal velocity only deteriorates due to a friction factor while ascending and descending. Since you stopped applying a horizontal force, this deterioration is far more notable. In short, I felt it would give more control to the player if movement, ascent and descent were completely separate because it is difficult to arbitrarily decide to keep the player moving in their current facing direction while moving vertically, but it is an option I could consider. For ground units I have them move towards the location you clicked regardless of their facing angle, for flying I chose to use their facing angle to apply the movement direction which allows it to control more like a vehicle. I've considered locking the camera to the player's gyrocopter. Personally when i first implemented the cam system i found it difficult to keep track of my unit, but I didn't want to lock the camera to a unit because in maps I've played in the past where that occurs it felt very restrictive. After playing with it and testing it over a period of a couple weeks, I've grown more used to the camera and it doesn't bother me as much anymore. I hope this experience translates to the audience as well. | |
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Dragonheart91 Godlike Sage
Number of posts : 2358 Registration date : 2008-05-21
Your Character Level: 1 Primary Move: Cursed Waves (pwned much?)
| Subject: Re: Finally Releasing a Map Thu Feb 12, 2009 11:12 am | |
| You could always enable multiple camera options. | |
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Coverzin Intermediate Mage
Number of posts : 46 Registration date : 2009-01-04
| Subject: Re: Finally Releasing a Map Fri Feb 13, 2009 2:07 am | |
| Sweet game Pyth. It does need the mana costs implemented to reduce spamfestness though. | |
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Piddagoras Map Maker
Number of posts : 592 Registration date : 2008-05-22 Age : 36 Location : California
Your Character Level: 1 Primary Move: Cosines and Sines.
| Subject: Re: Finally Releasing a Map Fri Feb 13, 2009 2:09 am | |
| I was thinking about doing an ammunition system separate from mana, with mana being used as gyrocopter fuel, with two teams trying to bomb the enemy's base or some such objective. | |
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Balnazzar Elite Mage
Number of posts : 371 Registration date : 2008-10-29 Age : 113
Your Character Level: 1 Primary Move: Communist Propaganda
| Subject: Re: Finally Releasing a Map Fri Feb 13, 2009 3:19 am | |
| I just played the game a few hours ago, and if when I played kobolds I tought it was awesome and you were a great coder, now I bow before your skills at coding.
Keep it up, the whole project's quality deserves it.
P.S.: Good luck and Have fun on your cruise, Pyth. | |
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