there's a lot going on here, so instead of explaining, i'll let the video speak for itself
-great library section starting construction begins
-ingame units are being re-textured with realistic textures
-ingame units being prepared for their respective NPC scripting
-hangar music replaced with the podcast show, and army blocks are being put behind game completion barriers. each consecutive game played = in-game world advances forward, plus another army is unlocked
-several new armies to be made
-other armies receiving their units
i sort of accidentally figured out spaceships because i was bored
a trial run in the area of 3D open spaceship combat, this time just the 3D movement part. an example ship flying in a pretty, and serviceable solar system
not something in my normal work schedule, but i blame @SsethTzeentach for making me addicted to starsector, thus giving me some cool scifi ideas. noice.
if you'd like more spaceflight sooner rather then later, comment as such, or maybe donate to my subscribestar page and tell me as such there:
testing out both the ground version of the drone movement script + LOS gunfire principles. the enemy shown will be armed with a midrange single shot rifle, and act as the most basic distance firing unit. with no melee ability and a (relatively) poor weapon, the unit has no option but to fire one good shot, run away, and try again
current AI cognitive tasks:
1. travel within firing range of target
2a. if in firing range but LOS is not clear, move in closer
2b. if in firing range and LOS is established, light up the line for the gunshot (with random aim variable already calculated), then move back out from ideal fire range
3. repeat step 1
TLDR kite in, find a shot, fire the shot, get out, repeat till target has been pecked to death with intermittent gunfire.
to be added
-fire control and weapon code + weapon effects
-gunfire hurts the player
-LOS detection is currently slightly buggy and needs polishing
as per the last video regarding NPC flight testing, this is that same intention
this time though, the code now works in 3D, and can carry out kiting maneuvers where they dip in close, then dip out again, then repeat
no combat capabilities added yet, only navigation at this stage. at some point though, the enemy in this video is gonna chuck fireballs at your face
testing out the capability of player-following NPCs to keep track of the players location, and how they traverse complex terrain, and complex travel situations in areas with a layout of props in the way
gameplay details to be revealed with build progress
for some reason recording gamecapture ate some resolution and framerates, also i might have to shrink down this UI a bit (or let you choose UI size), but still
gameplay format will be a fairly simple grid-based strategy game featuring you trying to out-commander the AI.
project page: https://gamejolt.com/games/9worldsragnarok/422431
main menu music credit: TechnoAxe
-transition key press added
-work continues on making the menu look "nice" in context
-known issue: SOMETHING in the main menu is eating framerate right now, and its probably the scripts fault, as several major stuff has yet to be properly working.
-bigger, more elaborate, prettier
-runic layout props
-fun and physics-props area being built
-basic level pieces being constructed
-rogues gallery of enemies is being designed, built, and placed. the rough plan is that ice block area you see is a "prisoner stasis" section where you can get some early idea of what you'll be killing
-weapons arnt added back in yet, but the original models and textures still exist, so its just a matter of assembling the right pieces
Created 1 year, 7 months ago.
"walk like you've got a big pair of brass ones, and everything will work out fine in the end, eventually"