MjrParts: So do you have anything flyable by a player yet? Any screenshots?
I have spent the last month or so developing a multiplayer x-wing/tie thing in Unity. I have flyable x-wings, a-wings, y-wings, TIE fighters and TIE interceptors so far. I plan to include many more but limit how many are available in any session.
Although I can fire lasers from each, the way I've done it isn't ideal as hits are not always registering. I still have a long way to go...setting weapon modes, linking canons and implementing a shield system etc, but for a novice it's all going ok.
I doubt I could help, as you sound much more competent at it than I am :)
Azrapse: Hi. I developed a little prototype several months ago with flyable ships. They were not star wars ships, but models created by my own team for an unrelated indie project.
However, creating an entire game is way more work than focusing on remaking the flight engine of an existing game. We made some bad (at the moment) decisions, like using the Unity physics engine to model a more realistical space combat than the one in X-Wing.
The problem is that more realistic doesn't equal more fun, and also figuring doing something as simple as a homing concussion missile, or two ships docking while one is still moving, as seen in X-Wing, it's way more complex with a realistic physics engine where you need to account for linear and angular momentum and continuously correct the thrust applied in all directions. A headache.
That project is now on hold for other reasons (art assets responsible chickened out). So instead, for this one, I am moving to a simplified physics approach, just like the X-Wing series use and needs.
If you feel curious about what we had back then,
this is one of the later builds of the flight engine. There is no story or anything. Just a few flightgroups, fighting in a team deathmatch.
The controls, during the development, were a mix of X-Wing's and Quake, so that someone could test the game by using their hands as they play a FPS.
W: Speed up throttle by 33%.
A: Rotate counterclockwise.
S: Slow down throttle by 33%.
D: Rotate clockwise.
ENTER: Attempt to match speed with target. It tries to keep it matched, unlike in XW series.
T: Select next target.
Y: Select previous target.
You move the ship with the mouse like in X-Wing and TIE Fighter DOS versions.
The game has several navigation aids that will not be used in this remake. You will identify them easily.
You will also identify some placeholder sounds taken from XvT.
In any case, I'm writing the flight engine for this XW project from scratch. It can already read the .XWI mission files so that I can test the engine with real life missions from the X-Wing installation folder or its CD. It has basic definitions for the different craft types, and programs all ships with their objectives, orders and other data.
Altureus: It's great that you have been working on your own version of X-Wing in Unity. Maybe post a link so that we can test it out. I don't think Azrapse has actually programmed or made anything yet but rather just planning and I think Tarvis started his own iMuse system already trying to mimic the X-Wing one as well as play wav versions of the ingame music.
Azrapse: It is not that I have been just planning. However I am approaching the development of the flight engine from a different direction than what I did with Ships On Fire. Instead of having something flyable as soon as possible, I am going for writing the code that takes care of simulating the mission and the AI of the different flight groups.
The reasons are two:
- Flying a ship requires the cockpit art and instrument panel definition work done. I don't want to program something to later scrap it with another thing, so I will program the player craft last.
- X-Wing missions are more than deathmatches. They have many events and triggers that rely on everyone following their choreography to the letter. I need to have the AI fly around in the same way as it does in X-Wing, otherwise the missions' balance will be broken.
So what I am doing currently is a mission flight engine where the player can only look around with a free camera and see how the different flightgroups carry out their designated orders.
It's basically the same as what you could see if you pressed Shift+M in XvT. You would go to the Map screen and your ship would be taken over by the AI. And you could see the battle going on without you.
I am using the XWAU models as placeholders. I repeat, they are placeholders until we find something else (or we get their permission to use them).
These are some screenshots:
Wow! Great work Azrapse. I downloaded and messed with your Ships on Fire game and I was actually having a lot of fun blasting those weird ships to pieces. Their AI is much harder than the AI in X-Wing and TIE Fighter I like how they do the rolly loop thing to get away. Anyway, I'm super excited for your completed work on this X-Wing project. :) Also, I don't think the XWAU guys will mind if you borrow their work, just as long as you give them credit. Also, I'm sure you'll be able to find some 3D artists who could whip you up some even better models and textures.
Tarvis: It could, but if the user has soundfonts set up as a MIDI device already, why not just use that instead? It would save having to locate them and configure it all over again
Laserschwert: Well, for those users there should be a "Use system MIDI" option, wheras including a soundfont option in-game makes it a lot easier for less tech savvy people (and more self-contained, since there's no need for an external tool).
BTW, I've finished arranging all the inflight music with my EWQL samples, and I will output all of them tomorrow.
Awesome dude! I'm excited to listen to them all. Perhaps you could also do the TIE Fighter ones as well, because I feel like once all of this work gets done for X-Wing surely everyone will want a TIE Fighter remake as well.