A small update here, with a few improvements, which feel at once like nothing much, but also a big deal.
- player tank onscreen - the camera's hovering over the tank, giving that first person view that you remember from, say, "Doom". Or "Wolfenstein 3D". Do you remember the old MUSE game "Castle Wolfenstein"? I have vivid memories of completing "Beyond Castle Wolfenstein". Oh, look, http://www.oldskool.org/pc/BCW/faq.html
- steering, finally - the left and right arrow keys rotate the tank right and left.
With the addition of tanks not driving into each other, and actually shooting at the player, I could wrap up the basic bits of gameplay in short order. However, here's the top of my TODO list:
- obstacles - adding in stuff to drive around will make things feel more solid. Right now, there are just a bunch of tanks in this formless void.
- skycube - I'm actually thinking this will be a cylinder. I was thinking of a cone for a while, but a cylinder is just fine - a really simple heightfield going around the map with a zigzaggy mountain line. That makes two sawtooth cylinders, one in dark blue, for the mountains, and one in light blue, for the sky. Easy. And, once this is in, the tanks will seem more anchored, as well.
- player movement revisited - I would like to have the independent left and right tread stuff working, to give that tank drive feel, and 8-way steering. It won't be hard, it'll just mean getting around to doing it.
- projectile spawning position - the projectiles launch from the center of the tank, not from the muzzle of the gun. Converting the muzzle position into a world position is a simple application of the model->world matrix, which I have, or I can create.
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