EDIT: Webplayer update posted! It’s still rough as hell, but it’s progress!
Well I really wanted to post a new version of the Azimuth Skies web demo this evening but it just doesn’t look as though it will be happening. Lexbox (that’s PC#2) got malware infected somehow at the weekend and I spent most of this evening fixing it to retrieve some files back… that, and apparently making oneself a chilli takes two hours. At least I assume this to be the case, short of someone tampering with the number of hours between 7 and 9.
So I shall round up the basic features coming in the next build and thereby force me to include the new webplayer tomorrow:
- Re-Re-RE-enabled damage on skyfighter Machine Guns, but this time they don’t push objects around and are working properly. Big thanks to the folks at Unity Answers for helping solve this one some months back.
- Airships have AI, that can move the ship to any given location. So they’re almost to the point where they’ll start shooting you (might even be, when I post the update)
- Put in a ‘debug’ reload zone for skyfighters
- Pressing ‘v’ will toggle Invert Y for skyfighters (till I put in a menu)
- Ships can now spawn, on a somewhat limited basis
- Sinking works properly, and ships tilt with their motion up/down
- More damage effects
- ADDITION: Ships now shooting each other, although they are crap shots
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…