Sep 9, 2012

Update: HUD and EMP


I have made little progress on my Enemy AI. I will revise my solution to the system again, I might scrap the whole thing and rebuild it from scratch. For now, my current version the enemy flight AI will be able to to three things (in order): pursuit, evade obstacle and evasive flying. Most probably, I will not make it perfect as I do not need a plane to fly through a tight obstacle course perfectly. I just need them to be able to engage their enemy and be able to evade obstacle smoothly. After I completed engage and evasion functionality, I will work on the evasive flying segment.

Anyhow, I made some good progress in my game mechanism branch. I upgrade the speedometer (the previous 3D floating speedometer looks horrible when I look back at it), put a limiter and GUI bar on the afterburner, add in an EMP burst defensive weapon (which will destroy all missiles within range, including my own), and add in the GUI for the EMP.

New GUI
EMP charged and ready
EMP is charging

In the EMP, I animate a sphere and scale it from small to large, so the sphere will act like an explosion. Previously, I have built in some codes in my missile to explode whenever they touches something; I did some quick addition and now the missile will explode whenever it is in the range of the EMP field. I learn something new as well, I now know that I can call function from my animation via event in the animation system, I called Die() of my EMP field at the end of the animation to delete the EMP field from my scene.
Building the EMP


1 comment:

  1. Hello sir, I would like to talk for a collaboration is that possible?
    Thank you
    here is my email : cotigaandrei91@gmail.com

    ReplyDelete