The way the AI ships move around and fire at each other looks just so fluid. I've been trying to capture this same look, but I just can't seem to get it right.
Here's what I have so far:
- Several 'atmosphere' layers for the background. These move at different speeds and create a subtle dynamic that is barely noticeable to prevent the user from thinking the background is stagnant.
- AI ships are physics operated. Basically the Ai ships will seek out the player ship until they come within a certain range, and then they will reverse acceleration to give the impression of kiting and strafing (prevents 'dumb' AI that simply flies toward the player ship at all times).
- The player ship turns and seeks out the closest enemy ship and flies toward it until it gets within a certain range, then it reverses acceleration (just like the enemy ships) to give the impression of strafing.
- Both AI and the player ship use the turret behavior and will only fire if in range.
Unlike SPAZ, which features several ships randomly flying around and fighting each other, I was hoping to have a main menu featuring the player ship flying around and taking on enemy ships. Does anyone have any ideas on how to improve my main menu? Particular troubles I'm having are:
- How do I keep the player ship on screen for most of the time? It seems to fly off-screen a lot because I'm not sure how to create an invisible boundary that would cause it (and the enemy ships) to reverse accelerate away from it.
- Fluidity. The way the AI ships move in the SPAZ main menu is fast and very fluid, whereas mine looks very controlled (because it is). Any ideas on how to make my implementation more fluid? I'm not sure how I would code in dynamic ship stops and sudden direction changes like in SPAZ
This .capx is huge and not for those new to C2. This may be too big of a question to ask on this specific forum, but I've been beating my head for a few weeks now wondering how the creators of SPAZ did it. Any tips/suggestions/help would be greatly appreciated.