Sunday 19 September 2010

Second mission teething troubles

Hello all :)

Work on the follow up to the first mission has started. This mission will see the Red Army counter-attack, as said in the first mission. What will happen in the mission is about 4 IL-2's will provide air support for a small group of Russian tanks. I'm thinking three at most, two T-60's/T-70's and a BT-7/T-28. These tanks will be supported by two armoured cars. The objectives for the tanks will be to, obviously, take back the town but I'm unsure where to go from there. I'm thinking about having the tanks push north past of the town to a bridge, however doing so could lead to a very long mission.

As for the German defenders, their defences will he hastily made up, so only one bunker, two at the very most, and a few sand bags positioned in the south part of the town facing south. To reflect the effects of the first mission, I want the German defenders to be very little in size, so probably only two tanks, one AT gun, and a few MG42's. The tanks will probably not be placed together, one will be with the sandbags and bunkers, while the other one will be in the main part of the town. The AT gun will be in the main part of town too, hidden between a few trees hopefully. The MG42's will be with the main defences. If I decide the Russian tanks will push to the bridge, then there will be small German defencive positions near to the bride.

Now here is the teething problem. To reflect the IL-2's attack in the last mission, I want to place destroyed versions of trucks and tanks in the positions of the tanks and trucks like in the last mission. However, the object inventory only has one version of a destroyed truck, which looks very basic, and no destroyed tank objects. If I place a destroyed truck in place of every truck that was in the town it might look a little unrealistic to the player, due to the basic model of the destroyed object, so I need to find a way to make it look different. The tanks are the same, no destroyed versions of them so I need to find a way to work around that. I did think of just leaving the tanks and trucks in their positions but put fire and smoke on them to simulate them being damaged in the battle, but upon a test with one Red Army T-60 going through the town, it engaged the tanks and trucks, so I'm going to settle for the destroyed route. As well as this there will be lots more smoke and fire to simulate the damage caused by the IL-2's in the last mission.

That's it for now. unfortunately I don't have any pics to show at the moment as there is nothing I am happy with yet. Thanks for reading :)

19 comments:

  1. Can't wait to see a video of this.

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  2. Very well written, will be following

    Mike

    http://lifehackchan.blogspot.com/

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  3. hey be sure to check my blog out too :D

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  4. videos too?

    check my poll, every vote is helpful. He said its gonna be huge.

    smoochies n' poopies :*

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  5. As for your destroyed tank problem with there no being models, can you script events? if so, try to have something take out the tanks before the player can see that area.

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  6. Pictures would help better explain this, but still a good post :)

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  7. pics would be good but nice post :D

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  8. Time for me to get the old rudder pedals and joystick out and fly some sorties.

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  9. i agree. more pictures but still nice

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