Tag[][]: ping

Thu, 05 Feb 2015 05:56:15 GMT
Crew UI do-over
Tags:ping unity gamedev
Threw out the old +/- crewmember transfer UI, and am going to go back to my original plan of having actual crewmans (well just cubes because art is hard) walk around an actual sub (well again, cube-like layout because art). New build is up.

"Sub" shape from SketchUp (export with two walls!), crewman square click-to-go script currently disabled for debugging. It worked on-screen but doesn't work anymore now that it's in the reference frame of the sub. That's next.

I have great ideas for the sub interior now that it's 3D. I can do lighting, and light up segments based on status and crewed status. I can have them run forward when crash diving. I can have compartments go dark/dim when damaged, and turn red for nighttime lighting. Maybe add a trail or swaying motion when under weigh. :) Anyway, lots of work to do just to get the little dudes walking around. Next!
Thu, 21 Aug 2014 06:48:44 GMT
Torpedo compartment now functional.
Tags:gamedev unity ping
Reloading, 4 tubes, all that jazz. I intentionally overcomplicated it so that the compartments are easy to redefine so that if I ever get to the point where you can upgrade (or downgrade) boats, it should be possible to reset torpedo configuration easily.

Not that the rest of the game supports that at the moment since the boat mass and torque are hardcoded ... welp. Perhaps I can start looking into the future now. :)

I need to be sure I'm decreasing reload time more specifically rather than just "first found empty tube", but that's the biggest puzzle at the moment. Then, next thing which I think might be sonar - underwater ship detection, that is.