View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017943 | Starward Rogue | Suggestion | Dec 5, 2015 8:25 pm | Dec 7, 2015 2:36 pm | |
Reporter | Pepisolo | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.201-0.202 | ||||
Fixed in Version | 0.204 (Mechs!) | ||||
Summary | 0017943: Engine limitation or bug regarding dumbfire? | ||||
Description | I've recently been tinkering around with weapon creation and it seems that I can't apply the homing property while the dumbfire targeting logic is being used. Even though this sounds good what with it being called dumbfire and all, this behaviour does prevent you from creating some interesting weapons. Most homing missiles in SHMUPS aren't directly targetable like they would be in Starward Rogue. Having the homing ability only on already directly targetable weapons makes homing shots not as worthwhile to create. For example, I want to create a player weapon that blasts four homing shots only from the rear. Not only is this behaviour specifically desired, it is also imperative so that shots look visually correctly positioned. I don't seem to be able to replicate this behaviour because the homing effects don't seem to carry over to dumbfire mode. It's very possible that I just don't understand the engine enough and that there are other ways to do this, so if my point is not valid, then I'm hoping that someone will instead use this report to give me some tips on how to achieve the desired effect using the existing engine. Thanks. | ||||
Tags | No tags attached. | ||||
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Interesting, I hadn't thought of someone trying to do that. It used to be until very recently that something either was homing or it wasn't, so it didn't matter which direction it came out it would just insta-acquire and therefore it made no sense to also be dumbfire. Now that homing only "acquires" something within the specified range, well, I see the point. Will make a note. |
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Thanks. Ah, yeah so it wouldn't have mattered what the pattern was it would instantly fly to the target, I see. If you're interested. I'm working on a weapon heavily inspired by the game Border Down. It has a front laser array, with homing missiles that come from the rear. Here is a prototype vid: https://dl.dropboxusercontent.com/u/30011618/Starward%20Rogue/StarwardRogue%20--%20Border%20Down%20Inspired%20Beam.mp4 The cool thing about the concept is that it is meant to be a dual purpose weapon. Holding fire will create the front laser. Tapping fire will launch the homing shots from the rear. Whether I will be able to create this weapon in the current engine -- which may be down to engine limitations or more likely my own limitations -- is another matter. If you do spot any ways in which the engine won't support this type of concept, but you'd like to make the engine capable of it, then that'd be awesome. At the moment, I'm worried that I'm not going to be able to mix homing and non-homing bullets on a single weapon pickup. |
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With bullet patterns you can have systems do a lot of different shots. Having one system that does two different patterns based on different input isn't supported though, partly because presumably the different shots need very different stats (and most shots stats are on the system). You can add two different systems and have them respond to different keys (though there's not yet support for having one respond only to taps and the other only to holding), and that would work fine as something built into the player hull (don't flag them as main guns). But if they're both energy-using systems you pick up during the game they'll displace each other as you pick them up. I guess we'd have to add something that would let you pair the systems to let them coexist. Alternatively you could have them not be energy-using or limited-ammo (and thus not go in the left or right slots) and they'd both be picked up just fine; but they'd never be displaced by any other pickup. Anyway, will bear it in mind. We'll see how stuff shakes out for the "official" weapons first before adding further mechanics :) |
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Thanks for this info. Very helpful. It seems like using a multi-system approach it would at least be possible for me to create a non-energy based two button prototype of the weapon, assuming homing is added to dumbfire at some point. That'll be enough to satisfy my curiosity at how such a weapon would perform in the game, and if this discussion were to lead to any useful improvements further down the road then that'd be a bonus. Cheers. |
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For 0.204: * Dumbfire weapons are no longer inherently unable to home, since homing range can now be finite. Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 5, 2015 8:25 pm | Pepisolo | New Issue | |
Dec 6, 2015 1:50 pm | keith.lamothe | Note Added: 0043755 | |
Dec 6, 2015 10:34 pm | Pepisolo | Note Added: 0043756 | |
Dec 6, 2015 10:38 pm | Pepisolo | Note Edited: 0043756 | |
Dec 7, 2015 11:56 am | keith.lamothe | Note Added: 0043757 | |
Dec 7, 2015 1:01 pm | Pepisolo | Note Added: 0043758 | |
Dec 7, 2015 2:36 pm | keith.lamothe | Note Added: 0043759 | |
Dec 7, 2015 2:36 pm | keith.lamothe | Status | new => resolved |
Dec 7, 2015 2:36 pm | keith.lamothe | Fixed in Version | => 0.204 (Mechs!) |
Dec 7, 2015 2:36 pm | keith.lamothe | Resolution | open => fixed |
Dec 7, 2015 2:36 pm | keith.lamothe | Assigned To | => keith.lamothe |