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Flying Fortress is a small rail-shooter prototype developed over 2 weeks. It's dirty. It's simple. It won't look good. But it will be a lot of fun!

Report RSS Flying Fortress DevDiary: Day 1

Okay so I think I made a huge progress yesterday implementing a first, rough movement system allowing the player to rotate the turrets by using his mouse. He is able to fire the guns, have an decreasing ammo count when firing and manual reload which makes you defenseless for about five seconds. What's missing is a rotation limit, right now the player could rotate about 360 degrees in both X and Y, which is not what I want oviously.

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Okay so I think I made a huge progress yesterday implementing a first, rough movement system allowing the player to rotate the turrets by using his mouse. He is able to fire the guns, have an decreasing ammo count when firing and manual reload which makes you defenseless for about five seconds. What's missing is a rotation limit, right now the player could rotate about 360 degrees in both X and Y, which is not what I want oviously.

I created a universal weapon template for the guns which allows me to create different weapons and weaponstats without having to change or create new templates. So yeah, that's cool. I created some basic particle effects for gunfire and muzzleflashes, too. The Tracers collide with worldobjects and have a ballistic drop. So the first steps for shooting down planes is already done.

I left some picture and a small vid covering thoose mechanics.

Today I would like to insert the rotation clamp, limiting each gun to a specific area of affection. When that is done I would like to add the rest of the weapons and modify the player script that he operates one of the guns at the time and can switch between the positions.

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