Monday, July 22, 2013

Tank Templates, Mission Improvements


Yet another "Game Over" screenshot, because there's not a lot of visual work going on.


Recently Done:
  • tank templates - movement, armor, engagement radius, detection radius - all of these are now being read out of the template dictionary, along with tank color, so now, it's meaningful to say "I hate those yellow tanks, they sit out at range and snipe at you". 
  • yellow tanks that sit out at range and snipe at you - implemented. Also, blue tanks that see you from a distance and come running. The combination of the two is that you're fending off the blue guys at close range while the yellow guys are taking their infrequent shots at you, keeping you moving. Also, red tanks that are slow but have lots of armor. Look out!
  • mission tweaks - the different missions should feel like there's a progression from mission to mission, and within each mission, from wave to wave.
At this point, I'm having a hard time completing missions 3 or 4, though I'm probably not taking advantage of weaknesses in the AI that I could.

TODO:
  • mission mechanics
    • multiple locations within a mission - I need to take the time to make this happen. It's probably not hard, and it doesn't add a lot to the game, but it's a chunk of code that just doesn't exist yet, and when it works, I expect it'll make each mission feel like you've accomplished something. Also, it'll capture a little bit of the feeling of mission-based vehicle combat games.
    • spawn tanks using "spawners" over time - right now, all the tanks of a wave get created at the beginning of the wave. What should happen is that one tank at a time should appear, at a spawn frequency. Waves wouldn't reset objects (trees, rocks), like they do now.
    • driveby interstitial cutscene between locations - gratuitous, but I'll enjoy having it in.
  • score - points per tank destroyed (tank value stored in the tank template dictionary), bonus points for clearing a location quickly, points off for damange, points off for losing your buddy.
  • buddy AI
    • orders - engage at will, attack my target, flee, form on me
    • AI modes - modes that attempt to comply with the above, with some opportunity to switch between modes as situations warrant
  • targeting reticle - gratuitous HUD candy, but also a means to see what you're targeting. Also a means to "paint" a target as a precursor to ordering your buddy to attack it.

No comments:

Post a Comment