1
Programming / DogfightState development
« on: March 08, 2012, 11:05:55 am »
Last update: 2012-10-26
Update: 2012-10-12
Update: 2012-03-26
UFO's are now proper blobs (like in the original game) and they "bling" when radar wave comes across them.
---------------------------------------------------------------------
Update: 2012-03-08
I will update this post with what's going on with the dogfights development.
So first of all, things to be done (it will be updated often):
What I've done so far to the existing code (v0.3):
Below is the original message:
---
- Added multi-interceptions and fixed some bugs found during their tests.
Dogfights will not close when minimized and craft is low on fuel and returning to base- fixed.Same as above but with UFO tracking lost- fixed.There's a glitch with starting a dogfight: if there's a zoom in effect running the time is stopped, but as soon as it ends and the dogfight is about to start the time will be advanced by whatever was chosen before. That means if you have set it to 1 day it will go one day forward. Very nasty bug.- this one should be fixed though a small slowdown can be experienced.Geoscape buttons are clickable during dogfights- fixed.
Update: 2012-10-12
- Rewritten drawing mechanism for radar waves, UFO hit, UFO crash landing, projectiles and beams
- Projectiles will not go over their maximum range anymore,
- Added interceptor damage animation.
Update: 2012-03-26
UFO's are now proper blobs (like in the original game) and they "bling" when radar wave comes across them.
---------------------------------------------------------------------
Update: 2012-03-08
I will update this post with what's going on with the dogfights development.
So first of all, things to be done (it will be updated often):
Adjust score after UFO's been shot down/destroyed or X-Com craft is lost (destroyed as well).- Find out what weapon UFO's are using (in UFOPaedia).
What I've done so far to the existing code (v0.3):
- UFO's are retaliating. They're using Plasma Beams sound and reload time with a 10% chance of actually firing and 50% of chance of hitting the target.
- Since they're doing the above X-Com crafts can be destroyed.
- Projectile weapons and beam weapons look different when they shoot - no more plasma missiles ;-).
- UFO's have simple AI - there's a timer running as soon as an attack is launched (on of three buttons pressed - Standard, Cautious, Aggressive). As soon as it reaches 0 UFO will try to break off.
- UFO's look "almost" (according to Volutar) the same way as in the original. They're not circles anymore.
- Make UFO's shoot in proper intervals with proper chance of hitting.
- Make the UFO "bling" with light green color when the animated radar waves (or however you may call them) reach it.
- Multi-interceptions - I have no idea if they work or not, need to be tested.
- Take care of damaged interceptor graphic - make it red when it's damaged, etc.
Below is the original message:
---
Quote
Hey guys,
I've been on the IRC channel and I was told that one of the things that require attention is the DogfightState class. I've decided I can help out with that. I just have a few questions:
- Is there a list of resources (sounds) from the original game? I don't know which should should be played when the interceptor gets hit, which sound to use for UFO fire, etc.
- How often should the UFO fire? Right now I've added another rule for UFO's named Reload (as for craft weapons). But as far as I remember UFO's don't fire very often. I've set it to 12 (*75) and there's also a 10% chance that the UFO will actually fire on when the timer gets triggered. Is that okay?
Thank you in advance for your reply.
Ooh, BTW:
Since I'm new to this project I should introduce myself. I'm Daniel, 28 years old, a service engineer, IT graduate and an IT geek since 20 years ;-). I've done a couple of projects during my studies and some more at work. Nothing special. But since I'm a very big fan of X-Com series I'd like to help out with this project. My first contact with UFO - Enemy Unknown was back in 1995-6 (can't remember exactly) on my Amiga 600HD. Game was extremely entertaining (and still is!). Couple of years later I wrote a save game editor for the PC version - never released it though (no internet connection back then ;-) ). Now, thanks to this project, I actually bought the original version on Steam (never thought it's gonna be possible) and I'm really eager to help! Already done some coding within the above class and couple of related ones.