Progress report

Posted by Glenn on Thursday, 1 July 2010 9:15am

Hi everyone. I thought it was timely to make a meaningful post as to what Justin and I have been up to in the last couple of months. As much as we'd like to, we can't seem to achieve our goal of regular releases so, just to assure people that work is being done to improve this project of ours, here is what we've been doing.

Mission Editor:
A huge amount of effort is going into a browser based mission editor. The tool will give us (Justin and I) and users (you) the means to create a map (including roads, trees, buildings etc) and the ability to do basic scripting actions such as deploying units, and specifying when objectives are completed etc.

It's a massive effort and, although currently requiring a bit of a UI tidy up, has certainly made making missions a heck of a lot easier. I'll admit it and say that this beast has been totally Justin's doing. I just made all the in-game mechanic. Using json seems to be a stroke of awesome.

More open ended mission endings:
Where Justin has done the mission editor, my pet goal for this release was to make the missions not stop suddenly when the mission is completed. I'd dug up Star Wars Tie Fighter and admired the concept of Primary, Secondary and bonus objectives. It makes sense then, that such objectives needn't be done in any particular order, so forcing the game to finish when the main objectives were complete, had to change. This allows us in the future to implement cool things like:

  • Dynamically adding mission objective during a mission
  • Have secret objectives that the player is unaware of until the're done (such as eliminating enemies within a certain time, taking no damage etc)
  • Secondary objectives that might complement some kind of additional story line
  • Some kind of hidden objective that the user has to find on every mission, such as enemy weapons caches. Kind of like relics in Tomb Raider.


Accelerometer:
I had a play at using the accelerometer on iPhone, but, although it works, I've got all the calibration/direction/sensitivity incorrect. Obviously I've taken some naive approach which is totally wrong, thus this requires a lot more work.

Wish List:
I've been watching 'Generation Kill' recently, so figured we should make a Cobra Helicopter and some Humvees. Yes, enemy helicopters and alternate playable helicopters are on the todo list, but the mission editor and new mission ending system is the big deal for this release.

Stay tuned...

  1. avatarpria said on Saturday, 3 July 2010 5:14am:

    "Imagine a split screen co opt 'Mobile Assault' for iPad where one person controlled the helicopter, and the other the allied tanks." And imagine a coop on PSP where you can connect 2 or more PSPs using adhoc wifi and play missions together. We PSP users would like multiplayer too ^^

  2. avatarGlennNZ said on Sunday, 4 July 2010 4:49pm:

    The difference being split screen wouldn't require any networking code. I dread to think how much time will be required to get wifi multiplayer working.

  3. avatarxlsound said on Friday, 8 October 2010 10:11am:

    I there i see that your project as takken some real changes from the first release when i said that the game was like a soviet or nuclear strike. just tested the latest version and it's great and now i come here and see this work of a mission editor it will expand the game even more. what i want to ask is if it is possible to take screenshoots of the earth for example nevada landscape with googleearth or another and put them as landscape? if it is possible it would bring even more realism if it could be done with high quality images.

  4. avatarGlennNZ said on Saturday, 15 January 2011 9:25am:

    This is going to be a really late reply... As much as we'd really like to implement high detailed terrain, we've been giving it low priority in favour of trying to add game play features like AI helicopters.

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