August 13th, 2019 - That's what you wanted to know, right? You want to know MORE?
The latest episode of ALL WINGS CONSIDERED is live now! We're back after several weeks off due to illness and ready to take on the Gemini Sector! All Wings Considered is the CIC's first ever streaming variety show which features news, conversation and gameplay relating to our favorite series. This week's Nav Points include:
Missed the stream? The replay will be available below once it has been processed by YouTube. You can subscribe to the AWC channel for future notifications here.
Muwhahahah, I was right. I just did a pass on doing damaged versions too - these get dynamically masked in based on your ship taking core damage. I plan on having the typical LCD distorted display flickering going on + some white noise. The parts that are visible through the damage should still occasionally show information.
When last I left off, I was working on the two remaining screens - the MFDs. I have to code in the display that tracks weapons, and damage, and then the one that displays the status of the target, communications, and navigation. I think I have a good method to do all that stuff in a super modular way - I already wrote a shader that will let me re-use the same art assets for differently palettized color ramps (IE the Dralthi target image can have damaged areas appear red without me needing to give specific art for each damaged area), and also allowing different races ships to have different colored MFD art without having completely separate sets of information. I also sketched out how I'm going to handle the Scimitar cockpit (very excited about that!) and have done the base-level work on the Valtar and Dralthi cockpits. I'm going to turn the Dralthi cockpit into a step-by-step tutorial, I think.
This is the camera Defiance originally intended (I'm now loading the cameras from the model files he provides so you don't get stuck with programmer settings). This would be the default view closely mirroring the original. The joystick and throttle were primarily meant for VR, so for any players opting for a more traditional view the hands/ legs wouldn't even be visible. We'll add them but will prioritize other things.
Anyway the reason I'm setting this up is my next focus will be the cockpit camera and it raises questions. Quarto suggests looking to WCP's cockpit - that rolled the cockpit without impacting the ship or the HUD. Again it's the most recent example of a WC title but it's still 2 decades old. Would anyone object to moving the camera instead of the cockpit and having the reticle adjust accordingly? This seems to be what RGO, Star Citizen and other titles do.
Just for my own knowledge (no promises on what options we'll add) but what cockpit settings would people use if available?
- HUD only (classic style)
- The above minimalist cockpit
- WC3 style cockpit with joystick/ legs visible (note that in 16:9 this will mean even more lost screen space)
Auto pilot and Tape are both off in those - they both have little red lights like the lock warning going off next to them, but yeah! Basically everything except for the weapons display, damage display, target display, comms menu and navigation display are all done and working! Still work to go before this is at pairity with the basic Hornet cockpit. Then I gotta hit cockpit damage... which should be fun!