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Bob2 DownloadBOB2.sitScreenshotssee how Fox goes from graph paper to actual model (Before & After) getting blown to smitereen in a tight battle Early Build Screenshotsfirst interactive ship with particle thrusters Showing off Weapons System with rockets and bullets Third ship in modelviewer. Made with ~85 polygons Status//////////////////////////////////////////////////////////////////////////////////// // Date version lines What was done // 08/03/02 .01 created starfield and particles // 08/04/02 .02 created alpha particles and displaycode reader // (somebody make me an editor for it already) // 08/05/02 .05 created first ship, implemented parts of OT // 08/06/02 .06 fixed drawing so ships faces correct degree // fixed small errors in OT, fixed acceleration // function, made ship have height, added some // new variables to OT, fixed thrusters, added // (partly) the team color circle (this will // allow for easier detection of enemy units and // friendly units) // 08/07/02 .1 added dynamic keys, added/modeled joe and the // rocket // 08/08/02 .11 added more team colors, started weapons system // jotted down many ideas for weapons // 08/09/02 .12 debugged weapon system, started implementing // firing // 08/12/02 .16 Weapon system works (mostly) need to add in // support for more weapons, spawn object works, // added enabling/disabling of controls which // will be useful for EMP mines // 08/13/02 .2 Weapon system works, 2 weapons supported now, // modeled 2 new weapons today, better star // colors // 08/16/02 .21 modeled fox // 08/26/02 .25 Speed improvements to object drawings by // eliminating unneccessary drawings, vibration // minimized, elliptical team circles // 08/27/02 .3 added text abilities, basic HUD in place // 08/29/02 .31 sped up explosion generation by not using an // indefinite postponement algorithm (generate a // a particle and test if it is in a circle = // bad), radar tracks weapons (has trouble with // rockets) // 08/30/02 .32 fixed the explosions so they don't "bowtie" // anymore, fixed radar tracking of weapons // 09/04/02 .33 Mike helped me make explosions a O(N) formula // versus a O(N^2) formula, thus you don't need // uber comp for bigger explosions. // 09/05/02 .34 added team flags // 09/06/02 .35 designed min (the O=O ship)...well that was the // original design back on the TI-83, it's been // modernized // 09/08/02 .36 added burning shapnel to the explosions, // modified some stuff to allow for multiple // screens // 09/17/02 .40 hud now includes weapon inventory, color coded // weapon inventory, flame thrower 75% done, // "min" is 75% done (need to add wings) // 09/18/02 .42 hud now includes health and energy bar, both // have cool little 3 level gradient things // 09/21/02 .45 added a little fps counter then went out and // tested it on several computers (72fps is much // too fast, so I limited play to 60fps which is // still fast in comparison to what I normally // get on my machine), made a simple planet for // testing purposes, added planets to radar // detection though it is slightly buggy // 09/22/02 .46 joe is now completely decked out with weapons; // joe has flamethrower, rockets, and lasers // 10/06/02 .50 added in AIScript which allows for me to program // in AIs, implmented -[OT FacePoint::] (used // for turning objects toward their destination // 10/12/02 .52 4849 added in homing missile AI, made fox an actual // ship, modified status to start including // number of lines // 10/14/02 .63 5064 COLLISION DETECTION! Glorious detection of the // collision, globalized controls, implemented // touch for weapons and ships // 10/16/02 .64 5318 1.5 phases implemented for fighter AI // 10/18/02 .65 5495 created generic functions to use with AI, makes // AI slightly easier to write and much easier // to understand // 10/21/02 .66 5689 fixed many careless bugs, fixed a few bus // errors due to the fire function // 10/22/02 .67 5691 fighter AI tweaks, first time BOB2 is fun to // play // 10/23/02 .68 5823 made player's radar twice as big, object // spawning tweaks, still have speed issues with // hundreds of objects on screen // 10/26/02 .69 6001 implmented menu, added more controls to control // structure, parts of option screen implmented, // dramatic improvement in collision detection // speed(looped 281625 old way(max), now it loops // much less // 10/30/02 .70 6433 AI improvements, speed improvements to particle engine // rex has all 3 weapons now, fox now has 3 weapons, // gameplay fixed, refilling your ship enabled, // released to public for testing // 11/01/02 .71 6682 gameplay tweaks, player gets 5 lives, draws lives, // navigate menu with arrow keys, can actually set your // keys now, fixed hitcheck bug that caused more than one // detection of collision, interface polishing // 11/02/02 .72 6777 can change ships now via options menu, how to work option // menu in there, released to public for testing // 11/02/02 .73 6875 can now change the hud's opacity, fox explosion include // shrapnel, ship tuning, bullets made slightly bigger radius-wise // to improve chance of hit-in turn this made rex more feasible // to play with. // 11/02/02 .74 7389 added ability to resize gamescreen, made ships slightly // slower, added mouse support to menu, released to public // 11/06/02 .75 8019 turn speed increased, widen fox's rockets, added arrow to target // in radar, high score, current game quits when you return to // menu,fixed joe's model data, added icon, implmented orbitting // planet AI, added thousands of lines of comments, added Sun // to center of the solar system, fixed refilling bug, added // 2 more planets for a total of 4 planets in solar system // //////////////////////////////////////////////////////////////////////////////////// |