voxelinc / voxellancer

A Game about Voxels in Space
http://voxellancer.chrdw.de
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Shields #591

Closed mrzzzrm closed 10 years ago

mrzzzrm commented 10 years ago

Finally something to look at here. Adds shields on a very basic stage protecting the voxelclusters from damage without visual effect. Also, shows the status of the shield on the HUD.

gersseba commented 10 years ago

Just a few thoughts here, I think a timely offset between the last hit and the recharging would be a nice feature (I can't think of a game where the shield instantly recharges: halo, borderlands, freelancer...) The max hp is at 20000 the recharge rate at 300, are there any reasons not to use 200 and 3? I don't really like extra zeros that don't give any more information. There was something else bothering me, but I can't think of it...

gersseba commented 10 years ago

in the maxrange branch I added a ComponentsInfo class that gives quick access to component related information like maxFireingRange, maxFly/TurningSpeed to be used mostly by the ai-tasks to control the behavior. ShieldInfo could also go into this class, it could make the ai backoff until shield are recharged before attacking again. What do you think? #581

mrzzzrm commented 10 years ago

Regarding wait after hitting until start recharging: I don't mind shields being constantly recharging (see: X). I don't think the user will notice it that muich, but this is a gameplaydetail we could discuss apart from this PR.

Regarding WorldObjectComponentsInfo, yes, gladly. Once the infrastructure is in the master ;) until then it can stay in worldobjectinfo, imo.

mrzzzrm commented 10 years ago

Regarding 20000 vs 200: Until a proper unit model for this is found I would rather use the values used for computation in the config as well. After #602, it will be Joule in this case.

xchrdw commented 10 years ago

:shipit:

gersseba commented 10 years ago

please remove the old iostream includes

also cassert and possibly algorithm (see next comment)

gersseba commented 10 years ago

What was the idea behind having more than one shieldslot?

mrzzzrm commented 10 years ago

It's a bit of a gamedesign decision whether there should be one slot or many. Until we decided on this, I don't think it matters. It allows for more flexible gameplaydesign though, imo. Weaker enemies in the same ship get one shield and stronger two instead of having to model 2 different shields...

mrzzzrm commented 10 years ago

Someone got any objections left?

psieg commented 10 years ago

remove comment and file (or create issue), then :ship: