I have built a proper missile that is capable of tracking and following a target (the tracking is limited, this will make sure that my missile is not some sort of super-missile that can strike from any angle); if no target is assigned to it, it will fly in a straight line.
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| Visual element are added to help player to see the missile better |
Besides that, I have built a prototype on target markup system, this system will color the target-marker of viable target in red, and the remaining in white. The viability is decided by the distance of the marker from the center of the screen, but later I might used the orientation checking from my missile to make sure that if my missile fires, it will be able to track the target, this may increase/decrease the radius of the strike zone, but I will left it as it is for now.
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| Red targets are more susceptible to a strike |
I have built in a target selection system on top of the target markup system. The system allows me to lock on one of the visible targets in screen. If the target is not visible on the screen, the lock will stay (I will merge in a 3D target pointing system to point to out-of-screen target, this will make it more usable and practical) until another target is selected (but the previously-locked-on target will not be select-able as it is not visible anymore).
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| The yellow marker denotes which target is locked on. |
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