WIP video is now up on youtube at:
http://www.youtube.com/watch?v=3x59DpmBTugHi all. It's been a while, so I thought I'd update you on my progress (this was the original introduction post from a month or so ago just so you know what I'm on about
http://simhq.com/forum/ubbthreads.php/topics/3503275/WIP_Video_for_my_new_Space_Sim.html#Post3503275 ).
I've set up a VERY basic website and forums, which you can find here
http://www.fingerscrossedinteractive.com/While there's nothing at all to look at really as far as media is concerned, the "Developer's Blog" has been updated with an overview of what I've been working on during Milestone 5 (M5). Likewise, there's a post in the forums which goes into more detail about the latest additions, which is here:
http://www.fingerscrossedinteractive.com...4d5b2ddb131edd6If you don't feel like registering (although I thank you if you do), here's a rundown of what's been added:
Damage System:
--Determine location of weapon impact and apply damage force to that area of the ship
--Determine if damage force is enough to penetrate armor, and then the hull
--Apply damage to system/s in area of impact
--Decrease system performance based on damage (electrical, mechanical, cooling (air and coolant)
System Explosion/Fire Hazard:
--If a system is damaged badly enough there is the possibility of an explosion, which could cause damage to a nearby component
--Prototype Fire Suppression System for oxygenated, ventilated compartments
--Fires can spread if not extinguished (mainly for electrical systems in the pilot/cockpit compartment)
Shield System:
--Preliminary shield system functionality
--Shield power loss due to repeated hits
--Shield power distribution
--Ability to stop incoming energy weapons if shield has enough "strength"
Tracking System and Tracking HUD Elements:
--Target Trace brackets (multiple targets can be "Traced")
--Target Track bracket (a target trace can be commanded to "Track" in order to provide more information and attempt a lock)
--Target Lock bracket (if a target's signature overcomes background clutter it can be locked in order to get a firing solution)
--LCOS aiming reticule
--Stationary Gun sight
--Target Deselect functionality
Fighter Pilot AI development:
--Pilot can determine current mental state condition (Timid/Broken/Defensive to Aggressive/Gung-Ho/Offensive)
--Pilot can choose a flight maneuver based on mental state and past experience (if the maneuver failed in the past then it's less likely to be used again in similar conditions)
--Scriptable flight maneuver list implemented
--Dynamic Pilot Steering improved (thus improving main weapon aiming)
Weapons:
--Secondary Weapons (missile-type systems) implemented
--Weapons displayed on hardpoints based on current weapon loadout
--"Dumbfire" Missile (non-tracking) launch behavior
--"Dumbfire" Missile (non-tracking) inflight behavior
VFX:
--Placeholder missile thrust
--Placeholder engine thrust
--Placeholder maneuvering jet thrust
--Placeholder weapon impact
I'd also like to announce, in case you missed it, that Kevin Chow has graciously offered his services. He's an excellent musician and "sound guy" and I'm excited to be working with him. Also, Rogue System will officially be supporting TrackIR. All the "paperwork" has been signed and I have the SDK in-hand. Really jazzed to be able to include it right away
And finally, I'll be working up a new WIP video in the next day or so. When that is up I'll update this to let you all know. In the meantime, if you DO register on the forum you'll find a quick screen grab showing the placeholder missile and engine thrust effect--not final by any means, but a good idea of the direction I'm going in. This can be found here:
http://www.fingerscrossedinteractive.com...4d5b2ddb131edd6