Monday, April 16, 2012

Player flight control works!

Well, the flight control script works, and so does the player data and fighter data scripts.  I have a fully flyable viper without guns.  That is the next step.  I'll create a fire control script to fire guns and missiles.  In addition, I need to clean up flight control some.  Nothing ever works the first time, and I left some debugging statements in the script.  Also, I added some variables that I need to include in the documentation.

I never got to the missile portion of the game (at least not for the player) in the old prototype.  While I have every confidence that the gun portion will be easy, I am a little worried about the missiles.  I need to map and plan that portion out.  In addition, I need to sit down and figure out what missiles to add to the game.  I want to get the gun section out of the way; it should give me a clearer picture of what will be involved in the launching of missiles.

So, step one will be complete the gun portion and get it working back to the old prototype level.  Step two will include the planning portion for missiles.  Step three will be to implement whatever get plans.

If I get some free time, I'll post some visuals of the old prototype and the new prototype.


  1. Well done. I guess you mean that the new flight control script works standalone, whereas previously the whole thing had worked only as an integrated whole?

    1. Pretty much. Instead of code that was all over the place. Each script now represents a class with a specific purpose and is more self-sufficient.

      This makes "refractoring" the project easier in the future.

  2. hmm, wanted to edit that original comment but couldn't - was going to say that what you are doing is often called "refactoring" which you probably already knew, but anyway, there are lots of interesting books on refactoring, and various other resources:

    although I'm not a big C# fan myself. A lot of the refactoring touted for highly structured languages like Java and C# seem to become irrelevant in more flexible languages like Ruby, Python and JavaScript, although the need for the general approach of refactoring to try and reduce complexity is necessary to avoid complexity creep ...

  3. I didn't know the name of the process; however, I am familiar with the concept. One of the reasons that I want to redevelop the project is to make it more "refactoring" friendly...

  4. I guess flight control is still holding up...