as always, thanks for the post!
and now, NEW RELEASE - SQUADS AND LINES!!
the usual - http://www.cityarts/signal/signal.zip
the ships are now in 4 squads of 4 ships, each sharing the same pennant. in general, the ships will take formation in a line downwind from the leader. when formation breaks down is when an individual has a situation they need to resolve, for example, running aground or running afoul with another ship.
then there are the needs of combat, bringing your broadsides to bare, which can be exclusive of maintaining a line of battle.
here is the first crack at it. i think the ships are beginning to comport themselves in a reasonably seamanlike fashion. in general, they want to take station downwind from the leader, this determining the angle of their "line." eventually i will add a second compass rose for setting a squad's angle. if the leader falls, the next member becomes the leader (hmm might be a bit buggy still)
prior to trying to play it, just watch it once, paying attention to accidental (or purposeful) changes in wind.
then if yer brave, you can direct the squads.
to select the squad, touch a member, and the leader (not this ship) is thus selected. i need much better selection feedback. if you continue to touch a member, she is released from the squad and becomes an independent. like i said, the haptic sense needs improvement.
so now you can now set a spot for the squad to go.
couple things i could do in re selection mechanics -
1. ships never remove from the squad.
2. selecting a ship makes that ship the leader.
lemme know if you think this a better approach.
btw. the signal flag key is no longer fully correct, i'm miss-using some signals for debug purposes.
i also reduced the size of the ships a fair bit, gives them more room to move, and dropped and zoomed the initial camera point.
and what do you know, it's the friday release.
bix
and now, NEW RELEASE - SQUADS AND LINES!!
the usual - http://www.cityarts/signal/signal.zip
the ships are now in 4 squads of 4 ships, each sharing the same pennant. in general, the ships will take formation in a line downwind from the leader. when formation breaks down is when an individual has a situation they need to resolve, for example, running aground or running afoul with another ship.
then there are the needs of combat, bringing your broadsides to bare, which can be exclusive of maintaining a line of battle.
here is the first crack at it. i think the ships are beginning to comport themselves in a reasonably seamanlike fashion. in general, they want to take station downwind from the leader, this determining the angle of their "line." eventually i will add a second compass rose for setting a squad's angle. if the leader falls, the next member becomes the leader (hmm might be a bit buggy still)
prior to trying to play it, just watch it once, paying attention to accidental (or purposeful) changes in wind.
then if yer brave, you can direct the squads.
to select the squad, touch a member, and the leader (not this ship) is thus selected. i need much better selection feedback. if you continue to touch a member, she is released from the squad and becomes an independent. like i said, the haptic sense needs improvement.
so now you can now set a spot for the squad to go.
couple things i could do in re selection mechanics -
1. ships never remove from the squad.
2. selecting a ship makes that ship the leader.
lemme know if you think this a better approach.
btw. the signal flag key is no longer fully correct, i'm miss-using some signals for debug purposes.
i also reduced the size of the ships a fair bit, gives them more room to move, and dropped and zoomed the initial camera point.
and what do you know, it's the friday release.
bix