so when do i get a copy to play with?
Not too far off. I'll probably put some kind of combat demo together after I finish the HUD and start writing AI for enemies.
put in a drop down console so you can enter cheat codes too.. thats very important in a game :)
You will get best results with the radar if the top of the radar is the same direction as the top of your screen, ie fixed 'north' is 'north. ie it shouldn't rotate :) You could have the arrow for the player rotate, though.
This will be easiest for people to understand, I'm pretty sure. This his how something like SubSpace does it. With a rotating map, people keep seeing the same things from different angles. It is quite difficult to learn a 'map' (if you ever put in borders of any kind) in this manner, in particular.
Yeah, you're probably right. That would be way less disorienting. A shame, it's fun watching those dots spin :)
Actually, I'd argue what you're trying to orient to.
Subspace's is best for a map with static objects.
However, rotating a radar for the direction you're rotating is the best way to orient yourself with other moving objects. You can easily turn towards where you need to go by orienteering your opponent's dot right in front of you.
This is how the 007 FPS for PS2 and Perfect Dark for N64 work, and it's pretty good. Then again, those are FPSes, and the map isn't shown on the radar screen.
Idea: have it be an option what all you want shown on the radar, and whether it rotates with you or not.
The trick is that you won't necessarily intercept the object by accelerating towards its dot on the radar, like if you're already moving at right angles to it. I'm kinda getting used to the rotating dots though, so maybe leaving it as an option is a good idea.
2002-06-05 11:22 am (UTC)
Yeah, momentum complicates things, but you can see it move and keep orienting your ship towards the dot, as it moves, while accellerating.
I think my comment came from... if the ship rotates in the middle of your monitor, rather than all the objects in the world rotating around it with the ship always facing 'up', you have a static camera angle that moves around a 2D plane.If that's the case, I think a static radar rotation works well. A 'static' radar rotation is really just... the little 'you' in the center of the radar rotates along with the rotation of the ship.
Otherwise you have the problem where, if you're flying say to the left or right, targets approaching you on radar always appear at the top and move downward, there's a disconnect there. I just don't think it's a particularly intuitive interface when the camera is fixed. I think you can get used to it, of course.
It PROBABLY just comes down to what you're used to, though like I said, if there is much of a 'map', the fixed view wins hands-down.
Now, if you were to say go to an isometric view, where the ship was always facing up towards the top of the screen, it makes sense for the radar to rotate along with it. (or should I say, it makes sense for the ship in the center of the radar not to rotate).