Plan for Ian Roach
by Ian Roach · 02/27/2005 (6:35 pm) · 2 comments
My last plan focused on the weapons that will be a part of illumina. This plan focuses more on the general gameplay ideas.
Ai
One thing Illumina has never really had is Ai. Illumina is and always will be primarily a mulitplayer game. One of the more unique things we are doing however is adding ai into multiplayer.
Gary has been busy toying away with ai dropships. Dropships that will land at a chosen location and dropoff either supplies or ai defenders. Whose sole purpose is to defend the objective and provide some added challenges to capture a base.
This work is really at the major core of one of Illuminas big focuses (teamwork). With ai dropships able to land at chosen designations we can now fully implement superweapons.
Superweapons
Precision Bombing/ Carpet Bombing / Artillery are just some of the many special attacks each team will be able to unleash on there opponents. All based off ai. The ability to target a location and watch overhead as a bomber flies over and delivers its payloads is one of the magic moments in illumina.
Heres a screenshot showing off some of the possible weapon attacks.
Bombs Away
This is an example of a spam weapon attack. Another superweapon attack actually makes each missile lock on and hit specific targets (vehicles/people e.t.c)
Look out for more screens (and movies) in the future once we have the ai dropships handling correctly
Ai handling
One of the big problems with ai is getting them to learn how to fly :). Whilst adding ai dropships gary noticed some odd behavior
Ai ships would wildly fly around the map desperately trying to land successfully and failing. This made us re-evaluate the flying physics for some of our vehicles.
As a result Gary is giving them more of a hover - helicopter design. This should allow the ai dropships to land alot easier whilst also giving actual players far greater control in the air.
Squads
Josh has been busy getting squads working. Each team will be devided into Various squads with each squad having a squad leader.
Squad leaders will have the ability to call in airstrikes as well as co-ordinating with other squad leaders for attacks.
Player Models
Adam has been busy rigging up the player models with the new jill animations. This should give us some much needed animations for players and allow us to build of the existing set to add more (crouching mainly)
hacking
One of the things you might have seen on previous movies for illumina is animated doors. Essentially Outpost buildings have doors that will automatically open if the base is nuetral or belongs to your team.
Enemys doors are locked from opening. Doors can be destroyed by satchels and other big explosives. Weve decided to add a bit more strategy by allowing them to be hackable.
Outpost walls will now have large garagestyle doors for the entrances. These can be hacked at a nearby terminal. All doors will be hackable by soldiers or destroyed if they want to.
This makes capturing bases abit more strategic. With bases now having specific zones, Armouries supply weapons but can be disabled, med stations can all be disabled/destroyed, ammo dumps can be sabotaged limiting the enemies ability to purchase new ammo.
In addition power stations can be crippled which causes all base doors to open.
We hope all of these added strategies will give gamers alot more options whilst also making objectives that little bit harder to capture.
Ai
One thing Illumina has never really had is Ai. Illumina is and always will be primarily a mulitplayer game. One of the more unique things we are doing however is adding ai into multiplayer.
Gary has been busy toying away with ai dropships. Dropships that will land at a chosen location and dropoff either supplies or ai defenders. Whose sole purpose is to defend the objective and provide some added challenges to capture a base.
This work is really at the major core of one of Illuminas big focuses (teamwork). With ai dropships able to land at chosen designations we can now fully implement superweapons.
Superweapons
Precision Bombing/ Carpet Bombing / Artillery are just some of the many special attacks each team will be able to unleash on there opponents. All based off ai. The ability to target a location and watch overhead as a bomber flies over and delivers its payloads is one of the magic moments in illumina.
Heres a screenshot showing off some of the possible weapon attacks.
Bombs Away
This is an example of a spam weapon attack. Another superweapon attack actually makes each missile lock on and hit specific targets (vehicles/people e.t.c)
Look out for more screens (and movies) in the future once we have the ai dropships handling correctly
Ai handling
One of the big problems with ai is getting them to learn how to fly :). Whilst adding ai dropships gary noticed some odd behavior
Ai ships would wildly fly around the map desperately trying to land successfully and failing. This made us re-evaluate the flying physics for some of our vehicles.
As a result Gary is giving them more of a hover - helicopter design. This should allow the ai dropships to land alot easier whilst also giving actual players far greater control in the air.
Squads
Josh has been busy getting squads working. Each team will be devided into Various squads with each squad having a squad leader.
Squad leaders will have the ability to call in airstrikes as well as co-ordinating with other squad leaders for attacks.
Player Models
Adam has been busy rigging up the player models with the new jill animations. This should give us some much needed animations for players and allow us to build of the existing set to add more (crouching mainly)
hacking
One of the things you might have seen on previous movies for illumina is animated doors. Essentially Outpost buildings have doors that will automatically open if the base is nuetral or belongs to your team.
Enemys doors are locked from opening. Doors can be destroyed by satchels and other big explosives. Weve decided to add a bit more strategy by allowing them to be hackable.
Outpost walls will now have large garagestyle doors for the entrances. These can be hacked at a nearby terminal. All doors will be hackable by soldiers or destroyed if they want to.
This makes capturing bases abit more strategic. With bases now having specific zones, Armouries supply weapons but can be disabled, med stations can all be disabled/destroyed, ammo dumps can be sabotaged limiting the enemies ability to purchase new ammo.
In addition power stations can be crippled which causes all base doors to open.
We hope all of these added strategies will give gamers alot more options whilst also making objectives that little bit harder to capture.
#2
02/28/2005 (1:11 pm)
hacking doors? O.o sounds sweet! more like an indepth version of tribes 2. me likes! 
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