My steep learning curve - a racing mission
Posted: Tue Sep 25, 2007 11:11 am
As a developer of more experience than I care to recall, I have ambitiously decided to write a mission OXP, foolishly decided to make it big, and arrogantly decidedly to start a topic about to document my progress, and beg for help periodically.
The basic outline for the mission is as follows:
Anyway - thats the outline. First thing to learn is how to build a model. I'll report back when it flies...
The basic outline for the mission is as follows:
Now I know there are some real issues (challenges) in the outline above - the gate passage detection code is very very interesting.The rich playboys of the universe are bored of their inexhaustible supply of nubile young playthings. They seek the honour and acclaim of becoming the most famous and daring of pilots in the galaxy spanning galactic grand prix. You manage to scrape together the deposit to enter the winner takes all race for the championship.
There is a Racing Mother Ship – home base for the racers. When you dock you can buy a racer. Racers are very, very fast, highly manoeuvrable, but have no injectors, no hyperspace, no weapons and minimal shields. They have a cargo scoop but only a very small cargo bay. The racers have extra scanner range.
The start and finish line for a race is the launching/docking with the mother ship.
The basic race type is a slalom race. The “gates” are hollow ships – enormous ring doughnuts. For easier levels they rotate around their central axis. For more complex levels they rotate end over end. At the centre of the gate is a cargo pod containing gems or other lightweight cargo. Thus there is a bonus for the first racer to reach each gate. When the cargo is scooped the next gate is created. There is also a big floating arrow pointing to the next gate. The last gate shows a chequered flag instead of an arrow when cleared.
The simplest approach to implement this would be a time trial. It would not be necessary to show the other competitors.
Enhancements would include adding mine fields, asteroid fields and pursuit ships hunting you down.
Other racers would be a nice touch, but in the short term coding for them retrieving the cargo pods would be problematic as you would still have to force the player to go through the gates.
Anyway - thats the outline. First thing to learn is how to build a model. I'll report back when it flies...