Passive Aggressive
I’m back home again and enjoying my second week of holidays. Unfortunately it’s so incredibly hot and humid that it’s making life difficult to work in front of the computer. I decided to spend a few hours working out my schedule of what I need to do before I’m ‘feature complete’ for the tech demo. I’ve got a list of 20 things I need to complete, totally approximately 126 hours. This time is overcompensating and hopefully it should be done with a lot less time than that. However, assuming that about right, I should be able to complete it within about 12 weeks. That puts my deadline at about the 7th of April. I’m going to set that for now and see how I go over the coming weeks before I make it a definite date.
I’ve completed the first item on my list, the passive defence logic. I know have large circles moving around an ellipsoid (that happens to be a perfect sphere for now) surrounding the players ship. The logic is put in to shoot down missiles if the passive defence is in position. So far the two passive defences are fighters and phalanx. The circles are an abstraction of where the phalanx is to fire, and where the fighters should patrol. In the future (one of the last items on the list) is to actually put small fighters and bullets for the phalanx; however they aren’t really necessary for now. My main aim with the passive defences where to have a consistent interface for controlling both and I’m happy with how it has turned out. It still needs to be ‘prettied’ up, but I thought I’d post a screenshot to show what the initial implementation looks like.