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 size is relatively small, since the time limits are quite short, and I wanted to go for a more casual approach at this stage of the development process.
The six spawn points are:
Command Center, Trenches, Rail Launcher, Power Generator, ComSat Station, Mine.
These Spawn locations will be the focus of much of the action, and vary from small buildings with a dense network of corridors and turns, great for close quarters fighting, to larger areass that provide both cover and a means to outflank and surprise enemies.
I spent some time debugging the game this week, and discovered some issues with the firing code that need to be looked at more closely. I have also decided to add a feature to the games cover system preventing bullets fired by players who are behind cover from hitting the cover they are hiding behind. This should prevent irritating problems with aiming at an enemy while taking cover.












