of Turret Theory and Simulated Projectiles

Take command of the Terran Confederate Navy's Gamma fleet dominating sectors of space tending to both random encounters and story-line missions. Engage your capital ships in combat to improve your officer's skills, mine resources and produce smaller ships to compliment your fleet in this full 3D RTS.
Homepage: Shallow Space Homepage
Purchase from: Steam
Status: Beta Phase
Post Reply
MawhrinSkel
Private
Posts: 155
Joined: Fri May 02, 2014 5:12 am

of Turret Theory and Simulated Projectiles

Post by MawhrinSkel »

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. 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[/url] [video][/video]
BadgerHeadGames
Posts: 2
Joined: Sat Nov 29, 2014 8:30 am

RE: of Turret Theory and Simulated Projectiles

Post by BadgerHeadGames »

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. 
MawhrinSkel
Private
Posts: 155
Joined: Fri May 02, 2014 5:12 am

RE: of Turret Theory and Simulated Projectiles

Post by MawhrinSkel »

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
BadgerHeadGames
Posts: 2
Joined: Sat Nov 29, 2014 8:30 am

RE: of Turret Theory and Simulated Projectiles

Post by BadgerHeadGames »

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. 
Post Reply

Return to “Shallow Space”