Some new screenshots...

Published June 09, 2010
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I've been working on re-integrating the roads...I also added helicopter physics, new artwork, bases, a procedural road generation system between command points/points of interest. Also implementation of a deferred particle system, loading/saving of maps, and improvements all around the board. The real-time strategy interface is still needing some luvin' so I'll look into that ASAP.

Pathfinding is used to run 100s of iterations around the map to pick the optimum road placement in the level. Heights are auto-smoothed against the roads as well.

Here are some screenshots of a few vehicles in the recent build ...



Here are screenshots of each of the two bases on this level -



- Dan
0 likes 3 comments

Comments

ExcessNeo
Awesome, how are you planning your helicopter physics to be like:
i.e. Battlefield 1942: Desert Combat esque where you have to constantly tap W (or whatever) to keep a steady height or where you increase the throttle with one key and it remains at that until you either increase it some more or decrease it.
June 10, 2010 04:31 AM
dgreen02
Quote:Original post by ExcessNeo
Awesome, how are you planning your helicopter physics to be like:
i.e. Battlefield 1942: Desert Combat esque where you have to constantly tap W (or whatever) to keep a steady height or where you increase the throttle with one key and it remains at that until you either increase it some more or decrease it.


Yup, right now you have to control all aspects of the flight [ R/F controls height ] - I have joystick support which makes it easier...but I can add auto-hover code later on if necessary
June 10, 2010 06:12 PM
Ashaman73
Amazing work !
Loved to flight a chopper in BF1942: DC and this reminds me a lot of it.
June 14, 2010 12:45 AM
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