Monday, October 29, 2012

Tutorial #2


I’ve finished to rough draft of tutorial #2.  This tutorial basically teaches the player how to land a fighter on a stationary battlestar.  The player starts in optimal position to land the fighter, and the instructor instructs the player each step necessary to land the fighter.  Key concepts for this tutorial is the ability to roll the fighter using the A and D keys to align the fighter with the battlestar. 

This tutorial is short, possibly too short.  The next tutorial in this series will put both tutorial #1 and #2 together.  I envision it being the player’s first solo flight.  The player launches from the battlestar, flies to each preprogrammed waypoint (three total) and lands the fighter on the battlestar.  The fourth tutorial will serve as a pre-test for the final tutorial.  Basically tutorial #4 would involve launching from the battlestar, travelling to each waypoint, performing a task (like rolling the fighter, gliding the fighter and so on) and landing the fighter onboard the battlestar.  The final tutorial would be a “final exam” for basic flight school. 

Back to tutorial #2, here’s the link to the build.rar that has the program files:

 
It utilizes the same map as tutorial #1.  It just didn’t make sense to create a brand new map for the tutorial.  It uses the same basic framework of the previous tutorial programs.  The only major difference is the inclusion of some extra trigger generators attached to the gravity control scripts for the landing bays.  I guess I should have upped the prototype number to 258 versus using 257.  That’s my mistake. 

Now that I have two distinctive missions in the database, I need to create a system to load each mission using a single program.  The current setup requires the user to launch the two tutorials as separate programs.  To make this happen, the program will need to perform some basic operations.  First, it has to track the progression of missions.  Once tutorial #1 is completed, the name “Tutorial #1” needs to be replaced by “Tutorial #2” in the resource manager.  Second, it needs, well I really want this, to track the player’s files.  Each individual player will have a unique database record.  This will facilitate tracking the player’s career and progression in the game.  While prototype two will not have a character creation process, it needs to support the concept.  This will make transitioning to prototype #3 an easier process. 

These two factors should be incorporated as a table in the database.  Each player, with the proper player ID code, should track which mission is next.  It should also track things like prestige, number of kills and other things; however, I haven’t gotten that far into the process just yet.  This table will be used as a tracker between scenes.

As an example, the first “real” screen will be a mission briefing screen.  In this screen, the player receives a briefing for that mission.  I plan on making this an animated and interactive scene.  At the end (or during depending on perspective) of the scene, the player’s mission data is saved to the table.  When the actual mission scene is loaded, that scene loads the mission data from the previously saved record.  Once the mission concluded, key data is saved to the database, like the debriefing screen (if applicable).  The next screen loads this data from the database, and so on and so on…

No comments:

Post a Comment