Mission Script: Boarding Action
Posted: Sun Nov 14, 2010 12:37 am
A few thoughts I've had the past few days for something that was wished upon earlier...
A) Overwatch view (with or w/o additional sfx). Get a top down map view (anyone ever play the old WH 40k game Space Hulk?) showing the positions of each combat unit and enemy unit (red dot/green dot) and maybe a health monitor on the right or left side (al la Star Trek or other Sci-Fi movies) displaying blue/green if alive or red if dead (with or w/o flashing deceased msg).
B) Tactical FPS! This might not require too much of a change in the engine (maybe) but would require a lot of 3D graphics work to create new art for combatants on both sides. To cut down on the amount of 3D code change though we could always plug in the Q3 or other open source FPS engine (graphics engine only) and only load the module when needed. This would be the coolest but also require the most work (art wise I think).
C) Tactical view (with sounds) Basically all you get is an abstract health monitor and radio chatter. No battlemap view from A and no way to control anything. Just sit and listen and hope it works.. only thing you do is fly em in...
Now, the bulk of this is flying in and docking with the target ship. I would suggest a docking range of no more than 10-50 meters for auto dock. Once docked you hear the big metal clang and the boarding party scrambling to cut open an airlock or cut a hole into the target ship.
So, do we want to try this one or leave it for (much) later??
A) Overwatch view (with or w/o additional sfx). Get a top down map view (anyone ever play the old WH 40k game Space Hulk?) showing the positions of each combat unit and enemy unit (red dot/green dot) and maybe a health monitor on the right or left side (al la Star Trek or other Sci-Fi movies) displaying blue/green if alive or red if dead (with or w/o flashing deceased msg).
B) Tactical FPS! This might not require too much of a change in the engine (maybe) but would require a lot of 3D graphics work to create new art for combatants on both sides. To cut down on the amount of 3D code change though we could always plug in the Q3 or other open source FPS engine (graphics engine only) and only load the module when needed. This would be the coolest but also require the most work (art wise I think).
C) Tactical view (with sounds) Basically all you get is an abstract health monitor and radio chatter. No battlemap view from A and no way to control anything. Just sit and listen and hope it works.. only thing you do is fly em in...
Now, the bulk of this is flying in and docking with the target ship. I would suggest a docking range of no more than 10-50 meters for auto dock. Once docked you hear the big metal clang and the boarding party scrambling to cut open an airlock or cut a hole into the target ship.
So, do we want to try this one or leave it for (much) later??