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).
Our Land Cougar, work in progress...
M2 Bradley - almost complete.
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