Removed NPC game object from game. Added NPC prefab into the game and instantiated it twice, each time with random starting location, speed and direction, so that's progress. Next, infinite spawns! And convoy code brainstorming. :)blog comments powered by Disqus
I'm also still tossing around ideas for movement and changing perspective and such. On one hand I want to provide a large playing area, large enough to set up real-feeling torpedo runs (say 5km or less) and ambushes, but on the other hand I don't want the player to be moving a dot in order to fire a dot at a dot. While it would certainly work it lacks that certain something ... Of course if I can figure out how to zoom and move the camera that problem is pretty well solved. Hmm. Now there's a thought.
Next up is figuring out how to instantiate them beyond the boundary of the game, but still have them coming into the frame of the game. I already know what I need to do (pick random angle of approach that's defined by the lines going from NPC ship to the two farthest camera frame corners) but translating that into Unity-ese will take some research.
The above all assumes scenario-based gameplay. The larger meta game where things like plotting the intercept course and receiving messages about possible contacts will happen much, much later. I need to get this close-ranged (well, relatively, we're still talking a maximum of 40km X 40km) combat done first.
Also brainstormed a bunch of stats on the various entities (ships) in the game. Looks like there'll be about 10 different ones, broadly broken up into small merchants, large merchants, small combat ships and large combat ships, each set having 1-2 ships with slightly different starting stats to keep things interesting.