Gauntlets of Recursion (+3)

Times, trials, and turbulence.

Yet another step forward.

After working excessively hard on Friday and Saturday in order to clear my schedule up, I managed to fit in a rather large 6-7 hour coding session today, interspersed by breaks for food, of course. 🙂

A ton of work got done today, which is pushing Skirmish another huge step toward the finish line. It’s still a long ways off yet, but every line of code written is one leap closer.

(More) Items and Inventory

The work completed today focused around the weapon/item management system and the player’s HUD. So, the basic-most idea is that the player can bind any given item to a certain key/button, which shouldn’t sound too far-out. Multiple weapons that share the same bound key will become ‘stacked’ on the HUD, and pressing the key repeatedly will effectively scroll through that stack of items sharing that key. This is particularly handy when you have several items that are somewhat similar that you tend to use in order (like a stack of several types of grenades) or that make more sense in a stack rather than strewn through your inventory independently (like 4 different SMGs). It generally just really cleans up the HUD quite nicely.

It may not seem like it at a first glance, but this was quite a behemoth to implement. The order that a ‘stack’ of items appears in is determined by the order that the key-bindings appear in the configuration file, but the overall order of your items (ie. the order they appear in vertically on your screen) also depends on this. Selecting items needed to scroll through the same set of items in a consistent manner as well, but actually draw the stack in reverse order so that the layering looks proper. And blah blah blah many more painful issues along the same vein. The end result is that one can make a vertical “item listing” based on item category — the current images only show the ‘Firearms’ category — and also allow for both left and right alignment on the screen (also yet to be screenshot’ted).

pskirm_10.PNG

Player Physics Redesign

The previous two iterations of Skirmish worked on the player control scheme of having the player move forward based on what direction the player is rotated in. Movement was relative to the player’s orientation, and was (pretty much) entirely keyboard based. I’ve been following this method so far, although today saw a very significant change.

Movement is now much more “Arcade-like”, insofar that movement is absolute (ie. left arrow key moves the player left regardless of player orientation), and that aiming now functions via the mouse (with instantaneous turning). As a result, the player feels much more responsive, and newer players won’t need to struggle with trying to become adept with somewhat more ‘oldschool’ keyboard configurations. I will also be adopting in some other neat changes to the player control, such as a Soldat-like ability to ‘shift’ the screen to scroll in a direction using the mouse, as well as giving players the ability to jump [on top of objects]. More screenshots and videos to come!

Advertisements

6 responses to “Yet another step forward.

  1. David November 12, 2007 at 9:49 am

    Now that is a really sweet implementation of a weapon firing system. I don’t think I have seen/noticed another game implementing it that way. But, yeah, I always get frustrated when I have to nail 1 key to throw a flashbang or grenade, and another key to get back to my weapon. Or worse yet, setting up some C4, blowing it up, going back to a grenade/or flashbang, throwing it, then switching back to a weapon.

    That should bold well for an epic frag party. Everybody will be launching grenades like candy.

  2. Stephen November 12, 2007 at 10:32 am

    Er, well, you will still have to press your weapon key again to get back from a grenade, for the time being. But one could make one’s primary weapon (like a rifle) and several grenades binded to the same key, so you could swap from your rifle to grenades by pressing ‘Key X’, and then hit ‘Key X’ again to swap back to your rifle. The main idea is that you can create these ‘stacks’ of items in whatever manner best suits your style of play.

  3. brian November 12, 2007 at 3:47 pm

    Sounds great! Its always nice when a coding session goes somewhat to plan. The new control systems sounds like frantic fun in the making…

  4. David November 12, 2007 at 9:35 pm

    Ah, yes, of course. That’s what I wanted to portray from my post. Epic fail, sorry. 🙂 Still cool pressing ‘X’ multiple times instead of 1, 9, 2…. 😉

  5. ravuya November 14, 2007 at 11:23 am

    Absolute movement is the obviously superior system; I tried “RC car” controls for awhile when trying to develop Glow but could never get it to be subconscious.

    I also did a bit of micro-scrolling in SS3; it worked well on SS3 and I kind of wish I had added it to Glow. It’ll be in Afterglow.

  6. SteelGolem November 15, 2007 at 7:10 am

    looks like you’ve got a Seconds-To-Crate of 0 there. instant win!

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: