Thursday 8 October 2009

Spun off new source code base today

Today we started the foundation code for the simulation, into which we will be plugging in the modules we have already written. The first "on foot" controller is in place allowing you to walk around the 3D world much as you would in any kind of FPS and a free-floating camera mode which will be expanded to have tools enabling in-game mission editing.

 A walk-around mode was important. The intent here is to make all the field camps 'alive', give them purpose beyond the traditional mission bookend role. Prior to boarding the helicopter on the pad you may want to climb into the guard towers, poke around the tents, listen to radios. You'll be able to re-arm, collect mission briefings and juggle the flight roster if you so choose as crews gather experience from sorties like Gunship 2000.



I started putting in lighting and audio fixtures, as you walk around the camp you hear radios, engines and generator hum. Using the system of controllers and vehicle hooks, it's possible to write modules to give the player control over any vehicle. I'm not convinced this is a good idea in a multi player environment, there's always someone who will ruin it by taking a tank for a joyride. And it takes focus away from what the game should be about, which is combat helicopter flying. But it does allow us to go back and create a title that is focused on battle tanks, or recon duty and have them all linked (if I can get RakNet to play nice).



David has been hard at work creating the remains of the ground forces, he's been keen to include some of the  new hardware being deployed around the world. Such as the Land Cougar pictured below.


The real thing...


Our Land Cougar, work in progress...


And the same Land Cougar, less than 24 hours later.


M2 Bradley - almost complete.



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