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remixable space fight scene

By noraleader

  • noraleader
    OWNER
    noraleader left a comment
    stars are grouped w invisible cube teleported to player location.
  • noraleader
    OWNER
    noraleader left a comment
    much of the ai is a linear prediction of players heading. player velocity is sent on transmitter, distance to player used to compute position routed to lookat module. the fire, rotate and move stuf is pretty clear to pick out n change.
  • noraleader
    OWNER
    noraleader left a comment
    so if you don't want to get involved w the logic, you can change the ship sculpt just dont build on or past the front cam, and you can delete the spiral engine to make it your way as long as you make sure you not deleting the rear camera boom.
  • noraleader
    OWNER
    noraleader left a comment
    also note to be careful if adjusting these points. had recurring bug where fwd mover picked up some vector from motor bolt and flew in circle not straight, saved with undo. oh yeah, my rotations use 2 motor bolts for controlled 2 axis stuf, mess stacked.
  • noraleader
    OWNER
    noraleader left a comment
    the player vessel has a mess of connectors for the engine animation and pivot for ext camera. front has similar mess for reticule and direction indicator, which are necessarily connected at same point front camera is. sorry, hard to reverse engineer.
  • noraleader
    OWNER
    noraleader left a comment
    the enemy moves towards player until a set distance then triggers a timed veer (random direction) and retreat loop. its easy but provides engaging play in digestible size.

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