Wednesday, 4 May 2011

Screenshot of the day

Only took one today so it wins by default. I recently changed the arming system to make things a bit tidier, sometimes pods would slightly sit under the surface of landing pads and the arming option is disabled if there are no arming crates around.


One change I want to make is how rockets are loaded into 3 zones (rocket tubes are grouped into 3 areas or zones that can be selected individually allowing you to load your helo with 3 different types of rockets). There's a need to present this graphically in the above interface, somehow.

*update*

Thanks for the suggestions on zone loading. Keep 'em coming if you have any more.

This morning I was quickly adding some performance options to the config, cockpit pre-loading and real-time lighting. Pre-loading is something that engines like Unreal do to prevent stutter, here it's a bit more fundemental as cockpits are potentially quite large, there can be a bit of a pause between mounting and being in your seat (around 5 to 10 seconds first time you mount). To streamline this I added pre-load cockpit option (on by default). When we have two or more cockpit interiors to choose from this option will be of more use.

Went for a joyride this morning over the range to test it out. The new AOE cannon burst damage really comes into it's own, still takes a few rounds to take out vehicles. HUD work today followed by more work on the vehicle database.




Here's another one of looking back through the dust-off effects, I added user options for contrast, saturation and brightness. You can get some interesting looking views depending on ambient conditions and time of day.



Returning to base. Oh look it's lunch time.

Just a few more for fun. Only changing the saturation setting in the config you can play in glorious mono...



Well almost, the effect is ruined in the cockpit as it's rendered in full colour along with the HUD and explosions on the ground (which in full colour against a grey backdrop does look rather arty farty).



Colour? Who needs stinking colour? :) Enough of this, more serious work is coming up.

19 comments:

  1. Very nice! Lots of weapons to choose from. We will have to choose wisely as to not cause to much collateral damage...or next time the locals wont be so nice when we are flying over their little huts? heheh

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  2. Im droooling! Thats a next-gen Gunship 2000 for sure. Love it!

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  3. Showing the loading zones is simple. Just load the rocket models into the pod models as they've been configured. Even a complete dunce would struggle to be confused after the first couple of clicks.

    Cheers

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  4. How about a simple icon of a circle divided in three (if rocketes are selected) and you select the area to fill.
    Like this:
    http://cnx.org/content/m34908/latest/graphics10.png

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  5. I also suggest to keep it simple and effective.

    + some good photos of the unknown "stealth helicopter"

    http://www.spiegel.de/fotostrecke/fotostrecke-67631.html

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  6. Great picture! (penultimate) at once reminded me screen from eech gallery


    http://www.eechcentral.com/wiki/images/1/18/Shot08.jpg
    Cheers

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  7. Wow! The nest two pictures are amazing! I love the burning targets below and that apache model....just wow. :-O

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  8. Through that smoke...it allmost looks like some artwork. Great results.

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  9. @Pavel: It's pretty but it's missing the pilot. When Rick digs out the soldier man model I can pilot it up and we'll have something that looks like art.

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  10. I foresee a series of Athena posters, all we need now is a girl rubbing her bottom with a tennis ball next to the Apache.

    I think I need to wade through those models don't I?

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  11. I think you will do it for the public good;)
    Btw black white scenery-we have a fantastic example of how it will look like winter scenery.
    And it looks very good.

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  12. Alpha: Yeah.....You are right. :-) Looking forward to see it with pilots and watching the CP/G looking around from the pilot seat. Ahhhh....please, release it already. :-)

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  13. next time write here Flexman ;))

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  14. Apparently you *can* say brown words on the internet.

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  15. I'm not really impressed ...


    ;) :D

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  16. the dust-off pic is really beautiful.

    I've decided to have myself cryogenically frozen until this releases CUZ I CANT AWAIT ANYMORE!!!!!!!!!!

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  17. Well I'm sorry it's something of a torment. There's still some systems to add so it wouldn't be very satisfying right now.

    I keep a blog partly as a diary and memory jogger, but mostly to keep the team and associates informed of what's going on. It helps keep a momentum going so it's quite useful as a tool. Pictures get posted, if it's wrong someone may send me a mail to point it out and I make suitable corrections.

    This may sound incredibly selfish but I'm just making the game *I* want to play which is a modernised Longbow 2. And also to show that combat sims used to be fun and why they can still be like that.

    Right now the game industry seems to be a bit of a clusterfuck. There's a scramble to jump on board the band-wagon of mobile or social games. Same thing happened a few years back with MMOs. How many of those projects survived?

    With the likes of EA and Codemasters moving into this area, Codemasters I can see doing well, they pretty much pioneered the 99p game before mobile phones. But to do well in such a dense market place requires mobility, creativity, freedom to fail, freedom to experiment. These things you don't associate with EA or a lot of the big development studios trying to muscle in. It still costs time and money so you better have a real low budget strategy or you're just going to be pissing on a forest fire.

    Darn, I broke my soapbox.

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