Plan for Joe Maruschak
by Joe Maruschak · 10/19/2002 (8:26 am) · 5 comments
Playtesting continues with ThinkTanks, and we are getting more of the planned features added in on a daily basis. The planning that we did is allowing us to implement the game at a accelerated pace.
Last week saw the introduction of an entirely new movement model for the tanks, and the completion of the working tread animation and suspension system.
The tests on the art assets are getting to the point where we can replace all of our placeholder art with the final versions and start laying out the levels.
Here is a screen shot from one of the weekly playtest sessions:

This shows a nearly completed tank model (with a placeholder texture) working in the game.
next week, reticles will finally be added and we will get to work on getting the power-ups working in the game...
Last week saw the introduction of an entirely new movement model for the tanks, and the completion of the working tread animation and suspension system.
The tests on the art assets are getting to the point where we can replace all of our placeholder art with the final versions and start laying out the levels.
Here is a screen shot from one of the weekly playtest sessions:

This shows a nearly completed tank model (with a placeholder texture) working in the game.
next week, reticles will finally be added and we will get to work on getting the power-ups working in the game...
About the author
#2
After we get done with the game, we will see if we can somehow get it to the community.
10/19/2002 (12:48 pm)
Totally new tank vehicle class. Note that it uses our own code for the movement and collision system, and would probably not work with anything else than a game that works just like ours. After we get done with the game, we will see if we can somehow get it to the community.
#3
10/19/2002 (3:25 pm)
So the tread mesh actually moves, and its not a texture animation? If so, is that something you have to animate or is that handled by the code?
#4
10/19/2002 (4:31 pm)
Really nice. I really like this funny looking tank model you make.
#5
It is half animation and half code. The tread is one shape (one for the left tread on for the right) and they are animated via IFLs.
The wheels are incuded in the shape file and act as bones for the tread shape.
The tread shapes are bound to wheel 'bones' using the skin modifier. The suspension and wheel rotation is handled in code and moves the tread IFL animation forward or backward (each tread is independent) based on the ground covered.
10/19/2002 (5:44 pm)
@Jerane,It is half animation and half code. The tread is one shape (one for the left tread on for the right) and they are animated via IFLs.
The wheels are incuded in the shape file and act as bones for the tread shape.
The tread shapes are bound to wheel 'bones' using the skin modifier. The suspension and wheel rotation is handled in code and moves the tread IFL animation forward or backward (each tread is independent) based on the ground covered.

Associate Anthony Rosenbaum