Hey, its me again :)
Even if I didn't post the last few days, it dose not mean I did nothing.
I've made some minor changes on my game, minor bat with great impact!
Do you know the cry engnine and its editor? No? Ok than I will explain a little bit before I tell you what I've made.
In the CryEngine Editor you can build the whole world, place AI guys, mission stuff and all that crap, but that what makes it special is that you can press a butten at any given time and just play the game like you've just build it.
Somehow I've copied that idea. Somehow ...
While you can press the button in the editor to play the game in the Cry Egnine Editor, you can press F1 in my game at any given time to swich in a Dev-view (Hey, nice name, ... from now on I will call it that way !Deview! )
In that view every game thing gets frezzed, and you can hover around like in matrix! And I also scripted it so that all they BoundingSpheres and boxes will appear when I hit that button, as the Devtext will.
That view don't got any great point yet (like the whole game ^.^), but I got great plans with it.
Imagen you play a game and see a something happen, ... that should not happen, for example a AI ship flying against a wall.
And now imgane you just hit that F1 button, hover over to that ship, click it and you can have a look at all its values.
What is it trying to do?
Why is it trying to do that?
Name it.
And the idea is that you also can pic that ship, replace it and than only let the ship fly around.
Will it fly again in that wall?
At the same place of the wall?
Maybe its his target. Maybe its a station or a enemy, that somehow fliped behind that wall ...
etc.
The next step I plan actually would be to display all the infos about that ship, and maybe get a working line code, so that I could display where it it going, etc.
... I've seen a interesting topic about that at the XNA boards.
And here the other stuff that I've made:
I fixed all planets:
Now I got 4 little orbs hovering around with their nice textures and the not great but better spectral reflection. One of the problems I still got with them is their orbit code. It works with the game time value, so it I press f1 again and leaf the Deview, the planets will be at a complet different position, but on the other hand: that shows that my gravity for the astroids works.
I can shoot!
I build a little bullet model and had a look at some older code that I've writen, and it only took me a half hour to let the bullets fly around. And that better than before! And I also programmed them to destroi astroids, when they meet one, but those bastards are fast. ... the only problem I got with those bullets it that they fly tail forward ...
I changed the sice of the SkySphere:
At the start I used a skysphere, placed in the center of the world, big enought to contain every model I've made. Now I changed that sphere so that it is sticked on the camera position and only half so big.
You may guess not: "Hey, don't that mean that it don't contain ever model anymore?"
Yes, that actually was the whole point of it.
The solarsystem is so big that you can't see from one end to the other, but its inpossible (for me) to rebuild sol in that scale. But in that scaled down vision you can see from one end to the other. So I shrinked the sphere down, add black fog (so that the planets can fade out in the black space), and gotcha!
I also plan that the planets and stuff scale down when they leaf view, just to increas that effect.
Greg the Mad
Sunday, January 27, 2008
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