Oomph spawned from working on a Hover Ship system with the Brevis project, then eventually I realized that firing lots of missiles, blowing things up and flying through space at high speeds was much more fun than throwing boxes around with the force. So I switched gears and moved on to Oomph.
After throwing together the physics side of things for Oomph, testing, testing, re-testing, changing, fixing and testing that ship more and more I started to get pretty tired of looking at it. That silly ship and its pointy, low poly, projecting wings and ... stuff.. whatever those pointy things are. (you'll know if you had kept up with things on the Playmaker forums)
So I manifested a new ship and in doing so began to wonder how the next iteration of the shop was going to work. Currently you could make 3 things, [1]Hull, [2]Engine and [3]Wingset. This worked fine for testing purposes since the ship would grab the engine and wing data and figure out the horsepower that puppy was pushing and what pewpew to make it shoot.
But, this did not appease my inner nerd! Nothing mounted dynamically, everything was based on object prefab pivot points, you couldn't change the weapons from the wingset and it would not allow much diversity long term.
Then came the glorious day I overhauled the shop (like... friday).
BAM, SON.
Needless to say, I thought this was pretty cool and was pretty surprised that
If anybody has questions about how this works feel free to post up or find the downloadable project with all the assets on the Playmaker forums.
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