Star Commander: 23/2/2014 Update: Debugging, Game Rules, Level Design.
This week was mostly about bug fixes. I spent a lot of time working on the targeting, aiming, and firing code. Users now have the ability to fire on objects and terrain as well as on enemies. This could be important tactically, because a user may guess that an enemy is in a certain location […]
Project 137: Star Commander: Level Design, Debugging
This week, I made significant progress on the level design for Star Commander. The terrain file was already done (although not textured), but I made extensive modifications to it to accommodate the layout of the level. The map features six spawn points, three of which will begin in the control of each team. The map […]
Thermal Imager: Progress Update 1
I have received the MLX 90620 thermopile and my Pan and Tilt servo system for this project, and I have come up with a simple concept test of the idea. It was relatively easy to wire up the thermopile, and connect it to the arduino. It took a little more work to communicate with it […]
Arduino as T3D Dedicated Server, Sql Server, Master Server
While working on my latest multiplayer game, I started thinking about dedicated server options. Up to now, I have set up dedicated server in windows using small form factor computers. This has worked fine, however, I have been considering ways to improve the efficiency of this setup. Even a small form factor PC that is […]
Project 137: Star Commander: Debugging, Victory/Defeat Conditions, Control Points,Gui’s, Weapon Damage Rules,
I have now implemented almost all of the basic gameplay features of Star Commander, and the game is more or less completely playable. There is still a lot of work to do, but this is huge progress, especially given the fact that I have only been working on this for a matter of weeks. This […]
Project 137: Star Commander: Colour-Coded Player Tags, Line-Of-Sight Calculations, Level Design, More Game Rules, Bug Fixes
Most of my time this week was spent modifying the guishapenamehud in T3D. I was trying to make a client-specific colour coding system where the name tags above the heads of aiplayers change colour based on the team the player is on, or whether or not they are the players own units. This took a […]
Project 137: Star Commander: Context Sensitive Selection, Game Rules, Cover System, Gui’s
This week, most of my time was again spent on this project. I concentrated mostly on the game rules, with some time also spend on some important graphical and GUI features. I implemented a context-sensitive cursor which will display the chances of hitting whatever target is currently underneath the mouse. This gui is affected by […]
Weekly Update: 19/1/2014: Star Commander, Icarus 2
I spent most of this week working on Star Commander, as I posted previously. I completed a great deal of work on client-specific rendering, and on the game rules. I did some work on gui’s, creating a lobby gui, and doing more work on the main game menu. I also did some animating of the […]
