PlaceholderGames / Team1-2017

Team 1 CS2S561 game
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Firing system #19

Closed ghost closed 6 years ago

ghost commented 6 years ago

Our ship will have a firing system and depending on the complexity of the solution, I will see if a bullet system or a tracker-rockets system will be implemented. I will use placeholder projectiles until we decide on who makes the models (next week). Solution ETA - 1/1.5 weeks.

SharktasticA commented 6 years ago

Nice!

One thing we probably need to decide on is how projectiles will (or will not) be affected by gravity. If you'd like, we could work on investigating it sometime in the next week?

ghost commented 6 years ago

Yeah, sounds good. That depends on if we want the projectiles to be actual physical objects or sci-fi-style "laser bullets". I'll make a basic script and then we can see what we can do about that.

SharktasticA commented 6 years ago

Some thought has already been put by @TheAddis towards missile banks, so we'll probably be going projectiles. Even if we didn't, due to wave-particle duality (where light particles (photons) exhibit both wave and particle properties), gravity would also affect laser (which is essentially just intense light) weapons. For example, that's why not even light can escape a gravity well such as a black hole.

The real question is probably if the effort warants attention to this. On second thought, it would be hard for a player to notice the affect anyway. If you do push ahead with the idea, let me know if you need any changes to Gravimetrics (the gravity script) so you can access it.

ghost commented 6 years ago

Yeah, I know what you mean but that would just be adding unnecessary complexity for us and changes almost nothing in the player experience. If we have time after doing the essentials, sure though.

SharktasticA commented 6 years ago

Agreed. We'll leave it for now then.

ghost commented 6 years ago

Did research on the firing system. The implementation might take a few more days as ship controls have to be fixed before the testing for the firing system is done.

ghost commented 6 years ago

Finished working on the rudimentary movement system, so I'm starting to work on a deeper and more focused research and implementation of the firing system.

SharktasticA commented 6 years ago

Any updates? Starting on saturday, I'll be modelling a projectile for this. Its been almost 2 months since this was last talked about but needs doing.

SharktasticA commented 6 years ago

This task will need to be reassigned

SharktasticA commented 6 years ago

I'll get this simple task out of the way. Should just be a matter of reusing collision code and launching a prefab missile.

SharktasticA commented 6 years ago

Update 3adca350530f4691c86fc93bff373755592ec034

Firing is tested to be working. Currently using a simple placeholder missile with a script to push with force and detect collisions. You press space to fire. Example of probe firing: https://www.youtube.com/watch?v=LAWD58fRroU

System makes use of two scripts

SharktasticA commented 6 years ago

BUG: Just noticed there is a possibility that you can somehow destroy yourself with a missile.

cajtubb commented 6 years ago

Sounds like real life!

From: Khalid Ali notifications@github.com Sent: 26 March 2018 14:58 To: PlaceholderGames/Team1-2017 Team1-2017@noreply.github.com Cc: Subscribed subscribed@noreply.github.com Subject: Re: [PlaceholderGames/Team1-2017] Firing system (#19)

BUG: Just noticed there is a possibility that you can somehow destroy yourself with a missile.

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SharktasticA commented 6 years ago

We could just keep it as a 'feature' then! :P

TheAddis commented 6 years ago

Yeah it's probably better to keep in, quality bug

SharktasticA commented 6 years ago

Update 8416b7c213b97370ea4babee55a589aa37e3fa13

Bug fixed. Basically, when the projectile fires, it was traveling slower than the player hence a collision. I just used layers to prevent this from happening since it becomes a big issue when travelling fast.

TheAddis commented 6 years ago

On Thu, 5 Apr 2018 at 3:35 pm, Khalid Ali notifications@github.com wrote:

Update 8416b7c https://github.com/PlaceholderGames/Team1-2017/commit/8416b7c213b97370ea4babee55a589aa37e3fa13

Bug fixed. Basically, when the projectile fires, it was traveling slower than the player hence a collision. I just used layers to prevent this from happening since it becomes a big issue when travelling fast.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/PlaceholderGames/Team1-2017/issues/19#issuecomment-378958196, or mute the thread https://github.com/notifications/unsubscribe-auth/AVnJ2i-lB7jtloyPxCnG4jqBG0EulbMYks5tlivKgaJpZM4QZg29 .

Couldn't you make it so the missile gains the speed equal to the normal missile speed + the players speed? Kinda like real life?