Notifications
Clear all

To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

of Turret Theory and Simulated Projectiles

(@mawhrinskel)
Estimable Member

There's a new article over on the blog discussing turrets and projectiles and how they affect the combat in Shallow Space.

Turrets have been the subject of a vast rewrite over the last week, their code has been completely purged and they have been written from the ground up to be both useful and performant in the Shallow Space engine.
 

turretarcs1.jpg

But why would we go through all the effort of coding turrets with arc's of fire and attributes? Well the answer lies in the intent to make the projectiles in Shallow Space simulated - so there are no fake effects or trickery and the fate of a plasma blast or cannon bullet is not decided before the shot is fired.

But what does that mean for gameplay? and how scalable is such a mechanic? All answered with a new short dev video for good measure in the latest blog article 'of Turret Theory and Simulated Projectiles' http://shallow.space/turret-theory
 

Quote
Topic starter Posted : June 20, 2015 09:29
(@badgerheadgames)
New Member

This is very cool! I saw on twitter your having fun adjusting all those turrets. I like how your engine represents the arc range in Unity. I've got to code something like that for my game. 

ReplyQuote
Posted : June 22, 2015 14:28
(@mawhrinskel)
Estimable Member

This is very cool! I saw on twitter your having fun adjusting all those turrets. I like how your engine represents the arc range in Unity. I've got to code something like that for my game.

Haha it does get quite monotonous after a while though setting all those arcs!

The combat feels so much better now with real projectiles, here's an internal vid I made with 4 battlecruisers sparring (with seemingly infinite health cheat) - watch from around 1:30 onwards

ReplyQuote
Topic starter Posted : June 23, 2015 04:48
(@badgerheadgames)
New Member

Awesome! Definately for smaller conflicts or when the player is zoomed in watching it feels much more real and lots of good projectiles flying around. 

ReplyQuote
Posted : June 24, 2015 05:15