Azimuth Skies – Weapon Grouping

Possibly the biggest challenge in the development of Azimuth Skies, besides making the ship construction accessible to a non-modding player, is organising the weapons and how they will be controlled/fired. The system in Iron Skies presently is a simple enough evolution from Battlefield-style games where you simply switch between several turrets and fire them like a First Person Shooter. The big complication is in the custom ship structure; there has to be a simple way that shipbuilders can group and setup their turrets without bogging the whole thing down. I could just make things easy on myself and go for a system where turrets are placed on ‘hardpoints’ on sections, but that’s just too tired and limiting for my taste! So now I find myself in crazy territory, as not only are all the components of a ship in Azimuth Skies able to combine in any configuration, but the weapons can be wherever you can fit them in.

And just how do I define where things do and don’t fit, anyway? Well you shall see later when I get into the shipbuilder with a little more gusto. Right now my priority is making a skirmish mode type thing that’s actually got some solid gameplay behind it. It’s all just too unstable at present.

And so we come to my current task. The Weapon Group system evolved out of the need for organising varying numbers of turrets in varying directions with as much automation as possible. The ship’s creator places the turrets on the ship first. Then, they select all the weapons to be in a group together. This then creates a Weapon Group, say Group 1. These form the basis of your combat gameplay.

Pressing 1 takes the player to that group. This will attach the camera to an invisible object in a set place on the ship, the group viewpoint. The camera will pivot around this point. It is then offset by whatever Vector3 is specified, and a Crosshair is created in a straight line, at a specified distance from the group viewpoint (parented to it, like the camera). Thus, when the player moves the mouse, the group viewpoint rotates on the relevant axis and the crosshair points in line with it. Meanwhile, the group instructs all the turrets that are listed as a part of it to track that crosshair object. Rolling the mouse wheel will change the range of the crosshair +/- 50%.

The result should be a turret system that doesn’t suck! I’d like to illustrate more graphically, but I’m pressed for time and I think it’s probably better spent actually solving the problem. Wish me luck.

Welcoming 2011 with Wobells

January 2011 marches on and I still don’t have an entry for the new year. Well, here it is. Now, what’s been going on? What indeed.

I just released Tales of Wobells on the neat indie dev website GameJolt. I was thinking of also putting it up here, but right now I think I ought to get on with other things. For those unaware of what it even is, ToW was a joke retro RPG game I somehow spent hundreds of hours between 2002 and 2008 putting together. It follows the loose story of a bunch of kids based mostly on people I know, in a world that’s reminiscent of a dream one might have after watching 24 hours of solid Youtube.

In the world of sane games, work on Azimuth Skies continues. I have begun putting the ship editor together, as in my mind it will be one of the core features to the appeal and I’ll need to sink into it sooner rather than later. And on that note I shall end this brief entry and get cracking!

Azimuth Skies!

A lot has been going on recently. Partly due to the holiday season, partly due to a foul little piece of malware corrupting my windows installation and effectively wasting a week. However, much has changed since the last webplayer. There are more ships, they are more sophisticated, several things have been fixed and I really only have AI left to do (and some sounds) before the core gameplay model is complete. Check out the Webplayer above to give it a go!

Perhaps the biggest change has been of name. For the last four years, this project has been known as Iron Skies. A name I came up with for the incarnation that was my university project, I decided to change it in light of the Finnish indie film of a very similar name.

My game is now known as Azimuth Skies. Seeing as the name of the world within which it is set is Azimuth, this seemed like an obvious choice. I also toyed with the likes of Azimuth Wars and Azimuth Air Battles, but there really is (or at least, will be) more to the game than just combat.

For the uninitiated, Azimuth is “an angular measurement in a spherical coordinate system”, such as a compass bearing. It is also a term found in artillery, meaning direction of fire. So now you know.

Iron Skies Devblog – Some Changes

From now on I will be streamlining the devblog a little. The webplayer will now be in one place, (on that top bar up there), and I will continue to update it, commenting on updates from time to time as entries here, so feel free to check back occasionally. Here’s what’s in the latest version:

– Ship’s guns now present and working; the first ship has a single forward cannon for you to play with

– Skyfighters added back in. With their new and shiny flight model that’s almost complete.

– Ships can ram each other! Collision causes damage finally, something the old version never got around to having. The damage model will change too; I want some components to leave behind a ‘shell’ of wreckage so that you don’t get weird gaps when a central system (like the hull) is destroyed. A hierarchy would be another alternative, but I want to make shipbuilding as simple as possible.

– Some targets to shoot at. Both the skyfighters and ship cannons can take em out. You can even ram the crap out of them.

As a final note, I am considering a new name for the project. Since my first version way back in 2006, a Finnish film studio has been working on Iron Sky, a movie about space nazis. I’ve known about it for a few months now, but the fact is it’s inevitably more publicised than mine and to continue using such a similar name is only going to cause me trouble later on. So if you have any ideas, feel free to suggest them!

At the very least it might prevent confusion around the fact that I’ve started again from scratch…

Iron Skies Devblog : Components and Outputs

So it’s been a while since the last one due to all manner of things, but I’d like to tell you what I’m now working on. The Airship / Component system is at the heart of the game’s mechanics and I’ve given it a complete overhaul.

Play the Webplayer Test

  • Controls: WASD move the ship; Left Shift / CTRL to ascend/descend; Right Mouse Drag to move camera and Left click on a ship component to open its properties.

Continue reading

Iron Skies Devblog : When it comes to the Crunch

What do I know about the Crunch? I haven’t even been to the Crunch. But I have been pretty busy, working toward a playable demonstration of Iron Skies.

iTween for Unity, from the nice chap at pixelplacement!If you use Unity, I highly recommend checking it out…

But as everything is a bit all over the place, I’d like to share a link with something that promises to be useful not just for this project but anything else I do with Unity: iTween. Okay, bad name; but a fantastic set of tools. It was written by an independent developer (nothing to do with Apple) and put basically is an extension on Unity’s functionality to make changing something from A to B both easy and powerful. All that needs installing is a static script, slapped into your asset folder. Coupled with how painless Unity is already, the result is possibly the best thing in the world you can get for nothing.

On a computer.

Iron Skies Devblog – Thoughts on Networking

Well it’s been a while since I’ve posted, my excuse being no better than the usual guff about being busy and overworked and maybe a little hungry. Progress has so far been great, but the amount there is to do to meet my original aims is vast.

Today I decided that a working single player game was better than an unworkable mess of a multiplayer one, and for this reason I’m going to postpone the network feature of Iron Skies for the time being. I’ve done some trials with Unity’s networking and come to the conclusion network code is a bit hard.

Unless you’re a programmer or a particularly savvy designer, network games don’t work how you think they do. I liken a multiplayer game to a play on a theatre. In split screen, all the audience sit in the same theatre watching the same actors portray the same play. But in a network game, each member of the audience are in completely different theatres, with different actors, who are attempting to stand in the same place on the stage as all the other versions, and who’s only means of doing so is phoning up all the other theatres every couple of seconds to ask who’s moved and where they are now. Oh, but to keep it looking convincing, the actors ought to guess where they’re going to be and just adjust if they’re wrong about it.

A balmy-sounding analogy, but one that begins to capture the apparent inanity of networking. When coders say that adding multiplayer is a lot of work, they don’t just mean “oh I have to write a big file on the end here and some of the words in it are long and difficult to spell”. It is something that will totally change the core workings of your game code. The way everything talks to each other: picking up items, throwing objects, even movement; it all needs to be not just re-written, but often re-thought out.

I suppose this doesn’t sound like the ideal thing to leave out for later. It wasn’t an easy decision, but I don’t think the nightmare pandora’s box of online play is something I want to unleash before I even have a demonstration of gameplay. I will certainly want networking at some point, but it is easy to forget just how much work it requires.

So yes… Iron Skies 2.0 maybe?

Iron Skies Devblog – Trying out the skyfighter

One of the great things about Unity is its versatility, most notably that it runs in a browser. The Webplayer version builds from the exact same project as the Windows or OSX download does, and the plugin to run it is one of the easiest, most automatic things I’ve ever downloaded. Now, Iron Skies may end up a little too much for browser play, but this also has the interesting advantage of providing actual playable demonstrations to the devblog!

Launch Skyfighter Test

This demo has no gameplay yet I’m afraid, it merely demonstrates skyfighters: the little aerofoil craft that can swing the tide of battle. While this isn’t a flight sim and is mainly about airships, I have been tweaking the skyfighter controls relentlessly and have just overhauled them again. The basic movement and control mechanics are important to nail down for all player-controlled craft, and that I’m not too far off now. Once it feels good, I can start getting into the gritty detail of combat and gameplay.

(Web) Development Hell

If there’s one thing the last few years have taught me, other than empirical wisdom and a casual disposition toward oblivion, it’s that me and website development do not mix. Like European dictators and the Russian front, I keep thinking I’m well up to it only to end up falling on my face shortly afterward and wondering where it all went wrong.

I still to date, haven’t really made a website. At least, not one that was at any kind of level of functionality or usage I’m even partially happy with. Open Mind: rubbish. Chrome Gadget: unpublished. Crystal Horizons: devoid of anything interesting. I’ve attributed this infant mortality rate to a number of things, from finance to time to my own fallible self. I seem to assume that because I can use Photoshop, type with two hands, or point to my nose without gouging my own eyes out that I’ve got the skills necessary to be a webpage designer. And on some accounts I would be right. However, it is still harder than it looks. I am beginning to see why you might pay someone to do this; quite simply to avoid having to do it yourself.

My latest attempt is trying to get Novodantis.com online (notice its current, glorious form! Yes that’s right, I’ve had it a month and already I’m starting it again). Right now I’ve just begun redoing the pages I did over the past two days, using Frames this time (uurgggh, disgusting!). And now I’ve remembered I hate frames, but dammit I don’t care. I am determined for this one to actually get somewhere, rather than being another sit-on-the-drive website that I never finished because I was never happy with it.
As the warrior horde said to the narrator, GET ON WITH IT!

Game Design Thoughts

In my mind, most developers seem to design games back to front these days. So cornered by the publisher’s demands to maximize on the trends, they’re churning out permutations of a current formula entirely on purpose. The advertising is a dead givaway of this mentality; it’s some other game, but this time with aliens. Or cowboys. No, wait, it’s probably still just WW2.

Rather than to take a game that’s done already and think of what you can tag onto it to make it different (the ‘EA approach’?), I think the best way to come up with a design is to think of something that would be fun to do then turn it into a game (the Wonderous Child approach).

Spore (despite its publisher) is a good example of the latter: Will Wright didn’t think “lets combine Pacman, Populous, Civilization and GalCiv 2 and figure out a theme for it”. It was clearly more a case of “lets make a game about evolution, because the Discovery Channel is cool”. More designers need to go back to this. There are so many great experiences games could be giving us if they could halt making WW2 shooters for just five minutes.

A list of awesome things no game lets you do yet*:
– Freely explore a human body in a microscopic ship like in Innerspace
– Offer a ‘crew camaraderie’ experience running a small ship/spaceship online
– Let you experiment building an orbital vehicle (at a component-placing level) to try and reach space

(*) – As far as I’m aware, anyhow

 

Feb 2016: Since this post was made, we now have Kerbal Space Program, of course! Space Engineers is the closest to the second one; I don't think Star Citizen will hit what I had in mind, either.

Exploring human bodies as a microsub is still lacking, though... if anyone sees one, I'd love to check it out.