MPE is already integrated but needs some tweaks. Overall though made a simple way for a general thrust (The thrust can be changed in the future obviously!)
The general formula of displaying the formula is:
Holding down up button = fullthrust (1.0f)
Moving greater then 5.0f and not holding down button = 0.6f * (MaxSpeed/CurrentSpeed)
Else no thrust.
So in English, when holding down the thrust button and accelerating, you will always have a full speed particle effect. When you release the button and you still have acceleration, cut the particle effect speed by 60% to start, and gradually reduce the speed of the particle depending on your current speed. When you use afterburners, in the future, I presume we can EXTEND the particle effect, maybe 25-40% longer. I intend to make the ship roll slightly when you turn, so it feels more realistic!
The game currently runs at 30FPS, but I will be ensuring that it works at any range between from 16 to 60 FPS if I ever want to change it without breaking the game.
does anyone have any good models for planets and suns? I believe sandtrooper used to have planet models, that might come in handy if someone could reach him for me about it.
Though all this was fun, it give me a good base now. I however need to start making it so people can actually code and customize the game which is the big part of it. I am trying to figure out the best method there. So that is the next thing.
Heres the jist:
-1. Find out a way to dynamically add load content to the game. (Images, Models, Particle Effects, etc). XML files might be a good start since you can create an easy to use editor in this case when I get time to doing it.
-2. Find out a way to make a scene and define the scene. A scene would be a region of space, mainly a solar system in our game. This includes:
--A. Defining the scene itself. I think we should have base settings for HDR/Fog, but they should be able to define the fog itself (Color, amount, etc), background stars, etc. We could always define the HDR/Fog though just for show if anyone can ever use it, but while i was playing with it I find that it's very touchy, and if you define to high everything will bloom out of control and blind you. Maybe just some settings, like darkness and cinematic, fog depth, etc.
--B. Defining the actual fog planes. In the one I am using, there are actually two fog planes rotating. They are NOT required, but they give a nice touch. They could be used for nebula and such however if you position them above the player ship and make them transparent.
--C. Ambient lights. The general ambient light is white and ensures the game is lit up regardless of other lighting effects, but you can make it very dim or very bright, and even a different ambient light color.
-3. Adding planets, suns, and asteroids. Having base defines for them, (Color overrides, the texture to use, position, spin, rotation speed, rotation base (if any)). All planets, suns, and asteroids should have a lighting base. This means that you can decide if a sun or planet gives off a light, how far, the strength, the falloff, etc. Planets might have a very low lighting compared to suns, but it could give them a nice effect. In terms of OZONE layers, I am unsure of that yet, I think you would define that in the model itself though. I believe HDR and that would work very nicely though.
-4.. Defining ships. Player will be set to use a default ship in the first slot until I define ranks, player stats, etc. Though I want to be able to at least define the initial ship to start. Currently there is not much though. The general sum so far is:
--A. Defining the ship model, and lighting effects.
--B. Defining the base max speed, acceleration, rotation, and other velocity controls.
--C. Defining the thrust particle effect positions, maybe we want more then one. (Max 5-8?)
5. There are no modules yet, but I want to at least add the base for modules, and the speed module. The actual module should effect the thrust particle effect of the ship, so you can have different thrusts.
--A. Base module variables, should we add mass? Does mass effect the acceleration and rotation of the ship?.. Are modules locked by size or a group type, or similar to SF in where if you have the volume in your ship, you can fit it?..
--B. For thrust, defining the thrust boost it gives. Should it be percentage based? Should it be base stats for balance reasons? Percentage base would be tough unless you add a group type as well, I would think. If we do not use groups, you would base it off a general acceleration, rotation, and maxspeed, etc..
--C. Defining the thrust particle effect. For ships, this should change the particle effect being spit out in the locations we defined on the ship.
6. Particle effects are easy to load but need to be defined in a certain order. Figure out a way to have it so you can define it in ANY order. (Order being the design order).
7. Scripting. I should start this early, or figure out how I want to do this after I do the above. The general idea is that players can also SCRIPT to enhance the game if they know how to script. This could include different game modes, different things ship do, defining AI behavior, etc. My goal is to try to add Modules to start to be 'allow' to scripted through plugins, so we'll start with trying the 'module plugin' for the game.