OK, it has been a long time since my last post 😦
This partly happened because of my final school exams (Abitur, as we call it in germany), but nevertheless there has also been great progress! I implemented a data-driven plugin system for all objects, which will enable every unit or building to use different weapons, effects, … even behaviours by just changing a few lines in a xml config file. An idea for the future (when the system is perfectly stable and more plugins are written) is an in-game object editor, in which plugins can be plugged in and out so that the user can experiment with the different settings with immediate feedback. Different plugins can communicate with each other through a basic message system.
Current plugins contain simple RibbonTrail effects, a radar system (which updates the object`s list with enemies in range), a auto-minigun (attacks either a random target from the targetlist or the object`s main target) and a (very very simple) behaviour system (just coordinates the radar updates and sends attack message to minigun).
Now I am busy both extending the existing plugins and adding new ones. Some interesting ideas on new features:
– make object body a plugin (this will clear up a lot of object code)
– implement missle launchers as plugins (shouldn`t be too hard)
– include a cool muzzle flash effect for all weapon plugins
– create a more advanced mesh. I would love to see an aircraft carrier in BlueWar with dozens of plugins (various motors, radar stations (each handles different groups of enemies like air, submarine, ships…), weapon systems (anti-air missles, long-range anti-ground cruised missles, torpedoes, water bombs, …). In this case, many plugins would also have an own body, which is new.
Unfortunately there are no new screenshots to present because up to now the changes only affect the code. I hope that there will be some eye-candy pics next time :).