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6/9/2010 - Some new screenshots

 
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Wed Jun 09, 2010 9:21 am    Post subject: 6/9/2010 - Some new screenshots Reply with quote

I've been working on re-integrating the roads...I also added helicopter physics, new artwork, bases, a procedural road generation system between command points/points of interest. Also implementation of a deferred particle system, loading/saving of maps, and improvements all around the board. The real-time strategy interface is still needing some luvin' so I'll look into that ASAP.

Pathfinding is used to run 100s of iterations around the map to pick the optimum road placement in the level. Heights are auto-smoothed against the roads as well.

Here are some screenshots of a few vehicles in the recent build ...



Here are screenshots of each of the two bases on this level -



- Dan
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He replied, "I just kind of optimized for game play."

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noobgamer100
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Joined: 08 Mar 2010
Posts: 46

PostPosted: Wed Jun 09, 2010 2:25 pm    Post subject: Reply with quote

Damn. Helicopters look like awesome. What is the controlling like?
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dgreen
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Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Wed Jun 09, 2010 5:37 pm    Post subject: Reply with quote

noobgamer100 wrote:
Damn. Helicopters look like awesome. What is the controlling like?


Kinda akward now - I have full joystick support though ... if you're stuck using the keyboard it's

R,F - adjust height
W,S - pitch
Z,X - roll
A,D - yaw

I have some auto-hover code, and stuff I could add to make it easier to fly
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I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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noobgamer100
Tah Newb


Joined: 08 Mar 2010
Posts: 46

PostPosted: Wed Jun 09, 2010 9:43 pm    Post subject: Reply with quote

dgreen wrote:
noobgamer100 wrote:
Damn. Helicopters look like awesome. What is the controlling like?


Kinda akward now - I have full joystick support though ... if you're stuck using the keyboard it's

R,F - adjust height
W,S - pitch
Z,X - roll
A,D - yaw

I have some auto-hover code, and stuff I could add to make it easier to fly


What about making the roll Q,E instead? alot easier to press Razz
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Thu Jun 10, 2010 1:06 am    Post subject: Reply with quote

noobgamer100 wrote:
dgreen wrote:
noobgamer100 wrote:
Damn. Helicopters look like awesome. What is the controlling like?


Kinda akward now - I have full joystick support though ... if you're stuck using the keyboard it's

R,F - adjust height
W,S - pitch
Z,X - roll
A,D - yaw

I have some auto-hover code, and stuff I could add to make it easier to fly


What about making the roll Q,E instead? alot easier to press Razz


Q/E is used for other stuff
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I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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