Zania week 13: Weapons

Complete

  • All weapons complete except for Missile, which require an AI construct
  • Reclassified original AI to Creeps and saving AI for smart logic
  • Determine which class should be the one retaining weapon ID
    • Actor? Ship? Player? AI?
    • Rendered irrelevant after using weapon name and adding smart weapon option
  • Economic of simple explosion simulation
    • 1 bounding box detection (1 mux)
    • 1 circle intersection calculation (1 multiply, 1 mux)
    • Force calculation (1 multiply)
    • Total 2 mux, 2 multiply
  • Economic of simple explosion simulation with distance dissipation
    • 1 bounding box detection (1 mux)
    • 1 circle intersection calculation (1 multiply, 1 mux)
    • Force calculation (1 multiply)
    • Distance (2 multiply, 1 division)
    • Total 2 mux, 3 multiply, 1 division
  • Economic analysis of explosion simulation near real with rotation and distance dissipation
    • 1 bounding box detection (1 mux)
    • 1 circle intersection calculation (1 multiply, 1 mux)
    • Force pre calculation (1 multiply)
    • Distance (2 multiply, 1 division)
    • Find location + Ceil ( 4 mux)
    • Distance calculation (2 multiply, 1 division) x2
    • Force per vertex ( 1 multiply , 1 division ) x2
    • Normalize ( 7 multiply 1 bit shift) x2
    • Total: 6 mux, 23 multiply, 5 division, 2 bit shift

Here’s the scan of my design notes before I started Project Zania

 

 

Incomplete

  • Implement AI
  • Collapse angle, direction, position, destination, x, y and velocity into stats Array
  • Major problem. Asset loading from web xml invokes a warning from adobe. Need to change this to be built into the flash file.
  • Add offset for weapons position in ship
  • AI calculation on where to turn is a bit off when player is positioned at the 2nd quadrant (and directly at negative y axis) compared to the AI.
  • GUI health bar not decreasing correctly fully, also, health count drops to negative before counting is terminated
  • Determine which class should be the one retaining weapon ID
    • Actor? Ship? Player? AI?

Reviewed milestone

  • Core: Physics based space shooter
  • GUI: Health, ammo, radar, inventory
  • Graphics: B/W vector graphics
  • Music: 1 track repeated

Original Milestone

  • One player ship and one ai ship artwork finished along with their xml data (Art + some programming)
  • Hitpoints, body existence timer and actor destruction (Hardcore Programming)
  • One planet orbiting the sun. (Hardcore Programming)
  • GUI placement (Art + menial Programming): Health bar, ammo count, radar, inventory
  • Booster animation (Art + Math + some programming)
  • Populated galaxy (menial programming)
  • Dynamic graphics loader for background? (Cleverness)

Features for next release

  • Genetic AI
  • Secondary gravity fields for planets large objects and black holes
  • Multiple galaxies

Features for future release

  • Base building
  • Market systemZ

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