Last year I made some progress on this project, but I got to a point where it was becoming too difficult to add more to the project without it slowing down and becoming buggy.
I returned to the basic game engine and AI. Rewrote it to be more modular and to use information from dictionaries. In the first version of my game I could have up to four mechs on screen, not I’ve got it up to eight with not too much drop in performance. The first one had a choice of two mech models. Currently I have 5 mechs added and adding the others should be very easy.
Building on feedback from the first version of the game I’ve tried to improve accuracy at range, (I implemented a targeting computer to lead the shots with missiles and bullets) and to give the player more shots with the weapons. I’ve also designed a level of detail system for mechs, trees and buildings.
Here is the AI in action:
Here is the current progress:
And an older video:
And a to compare with my first version of the game from last year:
You can try out the game here:
http://pickledtezcat01.ucoz.co.uk/publ
This is the location of all my tests and demos. I use the Burster web plug-in, though later on I will make a full screen downloadable demo available as an EXE, and maybe make the blend file available for MAC users.
There are several things I still need to work on. This is an unfinished ALPHA version at the moment, but it is progressing.
Coming soon:
Weapon damage, damage display, buildings, roads, detailed environments, more weapons and improved weapon functionality, AI weapon use (already coded, just need to enable firing), jumpjets, vehicles and helicopters, aerospace fighters, mission select, menu, etc…