Well, part one is to build a Scorpion class fighter model for the game. I've built a number of models for past prototypes. For this particular iteration, I will be changing some fundamental concepts.
First, I will be building two models, at least, for each ship. One model will be a player model and will contain a cockpit. The second model will be a non-player ship and will not come with a fleshed out cockpit. The goal is save some vertexes, or calculation power.
Second, I will not be doing unimesh models. Each ship or fighter will come in fragments that are tied together. This will allow me to hide part of a model and replace it with another component. This will come in useful when trying to display battle damage. For example, one of the engines on a viper might take significant damage. I want to be able to replace the fully functional engine with an engine that looks like it has taken a beating.
Third, I will take a similar approach with colliders; however, the main collider will be a unimesh. I will design the models in a manner that I can place a smaller collider just outside the main collider. When I get a detection on one of these specialized colliders, I can write code to "damage" specific components.
So, that's about it on models. I just need to keep these points in mind as I develop, or more accurately redevelop, the Scorpion. I'm about a quarter way done with it right now. We'll see how it goes. Model building will be the slowest part of development in my opinion. I'm getting better at it, but I still need more experience with it.
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