The helicopter physics was copied from an asteroids map, then adjusted somewhat. While that works well, I'd like it to be more true to the original zeewolf, only I have no clue what math and physics formulas I should apply or how. Can anyone assist in that area?
Thanks for your reply/input. The landing is only intended for collecting captives or dropping off marines, but I see what you mean =)
The targeting as it is, is using a 'scanning' region going out from the ship using the ships angle, so keeping something locked requires skill, especially in pvp. Ofcourse, guided missiles will keep a lock once fired. While this mechanism puts it very close to the original game, I do agree it's not perfect and can still be improved on. Changing the radius of the seeking region is about the only thing I can tweak with, but I don't want to make it too big either for obvious reasons.
If people are interested in working on this project as well, send me a pm.
Based on the classic Amiga game Zeewolf II, this map will put you in control of a helicopter gunship (Banshee) using classic arcade controls.
The aim of the game is still te be decided on, and although currently the idea is an arena-style environment where you have to accumulate a certain amount of points by destroying computer units and other players in the form of mini missions, im leaning more to redoing the map and turn it into a team fortress kind of thing. Perhaps both.
Feedback is much appreciated.
Zeewolf is just the project name.
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The helicopter physics was copied from an asteroids map, then adjusted somewhat. While that works well, I'd like it to be more true to the original zeewolf, only I have no clue what math and physics formulas I should apply or how. Can anyone assist in that area?
Thanks for your reply/input. The landing is only intended for collecting captives or dropping off marines, but I see what you mean =) The targeting as it is, is using a 'scanning' region going out from the ship using the ships angle, so keeping something locked requires skill, especially in pvp. Ofcourse, guided missiles will keep a lock once fired. While this mechanism puts it very close to the original game, I do agree it's not perfect and can still be improved on. Changing the radius of the seeking region is about the only thing I can tweak with, but I don't want to make it too big either for obvious reasons.
If people are interested in working on this project as well, send me a pm.
Based on the classic Amiga game Zeewolf II, this map will put you in control of a helicopter gunship (Banshee) using classic arcade controls. The aim of the game is still te be decided on, and although currently the idea is an arena-style environment where you have to accumulate a certain amount of points by destroying computer units and other players in the form of mini missions, im leaning more to redoing the map and turn it into a team fortress kind of thing. Perhaps both.
Feedback is much appreciated.