Saturday 1 May 2010

What we've been up to this week

It's the weekend and a round-up of goings on here at Camp Zero of the Combat-Helo indie group.

Elements we've been working on over the past few weeks are converging. The first helicopter for Combat-Helo (that's the Apache Longbow if you haven't spotted it by now *wink*) is coming alive. Systems are now beginning to interact, virtual cockpit control, avionics, external state sources, little improvements here and there. Dave added prima-cord around the canopy glass which is a different look to the 'shades' she's been wearing for the last few weeks. See pic.  If you have the Playstation 3 Apache theme it's pretty obvious from the stills; if you have a Playstation 3 you should get this theme, amazing photography and lighting.

Behind the scenes we've started planning some some iPhone programs, my role is more supervision than active development. We have some interesting ideas that are worth exploring, to aim is to leverage assets and untapped skills to being in a little income and gain experience in new platforms. Also it gives me a chance to work on some of the cross platform stuff for the Mac.

We've also been looking at some exciting plug-in flight model technology for the real-hardcore crowd. I'm very excited by this and hope we can move this along as soon as we can, just a matter of finding a good time to work on it.

And finally some interesting software technology came to my attention courtesy of Drew Benton's Blog in turn inspired by a Gamedev article on real time application analysis. This is using a web browser to query your game or application as it's running, and it does this by embedding a small web server that you program to respond to queries. Even supplying the current frame buffer as a web image. This means it would be possible  to record games in progress, pull out campaign information and do performance analysis; as easy as using http://locahost:blahblah in a web browser. Drew's demonstration was simple but opens the way for some interesting applications. It will certainly make it easier for me to debug and tweak the campaign module.

Looking to the long term future I had a chance to look at Unigine a cutting edge cross-platform engine and assess it's suitability for "bigger" games. It's certainly impressive.

On the whole we managed to pack a lot in this week and I'm still hammering out fixes, updates and new stuff to the game. For example the PNVS pie tracks the pilots head position.That's going to look pretty cool with AI wingmen looking around.

Till later.

11 comments:

  1. Flight dynamics should be priority for flight simulations. Combat-Helo is a combat simulation attempting to deliver an experience that seems to have been forgotten.

    So for us it's never been a priority, no more than avionics, battle tactics, use of terrain, comms, sensors and the dynamic campaign. Other simulations do flight dynamics better. We're about being a combat pilot for an hour in the evening with friends. Not crashing, respawning, playing catch-up before you've even got as far as weapons hot.

    Books on aerial combat don't require you're been trained as a pilot to deliver the experience and games shouldn't either.

    Games are the only medium that deny you content if you're not good enough. We're all about being inclusive so we'll explore what avenues we can.

    But our priority is to the whole experience and not just one aspect. Being able to plug-in different flight models will be a great facility and a win-win all round.

    ReplyDelete
  2. What about scope/target system?
    For me on 1st place is realistic tads/flir/scope , generally avionics, at this time best in eech1 , any similar solution in combathelo?(separate scope,binoculars, etc)

    ReplyDelete
  3. So, my question is, is this going to be arcade gameplay? Or a more realistic approach? And, in what aspects it is different from (arcade or pure simulation)?

    ReplyDelete
  4. This comment has been removed by the author.

    ReplyDelete
  5. Apaches no longer have the ORT (scope). They have been upgraded with the TEDAC (TADS Electronics Display and Control) system. It's the central display in the CP/G's cockpit.

    As for binoculars. I've heard of A-10 pilots using binoculars. However, I shouldn't think Apache pilots would need them considering the sensors they have available to them.

    Gameplay will be scalable from arcade to simulation.

    Cheers

    ReplyDelete
  6. How we work is pretty much look at detailed references, photos, diagrams, videos. And try and adapt it as is. Some functions are too obscure, unnecessary, classified plus we simplify procedures as nobody wants to spend 30 mins just going through starting up and doing all the boresighting/calibration stuff. It's as boring as attending an Internal Audit conference. You can do a cold start, or auto start. It's your choice. The powertrain simulation will let you overheat the engines if you fluff the startup.

    As AlphaDelta says, the TEDAC is what you find in current Apaches. It replaced the ORT scope a while ago. It has better resolution too, I think the old TADS was close to VGA resolution. 320x256?

    The new technology is much proved but also still classified so we're extrapolating from press coverage of the technology. But it's purpose is the same as the old scope. And there will be a full screen view (or viewport if I can get the config for splitting the screen working).

    We're aiming to be true to the platform but also the "helpers" will permit you to kick back and truck around with a joypad, even though you might need a dozen thumbs.

    I talk about joypads a lot, but we're aiming for the complexity of just above Janes Longbow 2 (for now). I'm coding this with the view that should we make the crossover to a console format then that will be much easier. Also it's easier for me to incremental test with a joypad than have to code and use a full HOTAS/HOCAS setup around my desk all the time.

    It is a simulation, but with the conceit that if playing with a 360 joypad, your co-pilot (or pilot if you swap seats) is handling things for you. As the gunner you'll be able to operate all the weapon sub-modes, manually set range, LOAL, LOBL, rocket zone select (we're allowing you to load different rockets into each of the 3 zones in the M261 rocket rod). And buddy lasing from other aircraft and infantry.

    So long as we are in an economic position to do so, we plan to continue improving and adding new helos and maps for a while.

    I can say the Kiowa *won't* be making an appearance, bad memories. But we're looking at the MH6 and others. Expect to see AI Chinooks.

    ReplyDelete
  7. Thanks AlphaDelta and Flexman, respect for your knowledge;) btw (avatar) you only see close apache, or was inside in cocpit/fly?
    And second- how many +/- you planned land vehicles in this game?~20-30-40 more or less?

    ReplyDelete
  8. dont worry about realism;) Flexman is old veteran, and know what doing :)
    check strategy guide on this site http://www.eechcentral.com/

    ReplyDelete
  9. * bad link http://www.razorworks.com/enemyengaged/

    ReplyDelete
  10. Wow, I'm surprised that stuff at Razorworks is still there. I wonder for how much longer it will remain since the company is no more. Kevin was a really nice guy who loved his work. The world has changed a bit.

    My avatar is me in front of a Longbow belonging to an old friends squad. Some of the photos I got that day are used in Combat-Helo.

    The Dutch kept it so clean, apart from the bugs splashed all over the nose.

    ReplyDelete