![planetbase mods insane mode planetbase mods insane mode](https://static.tvtropes.org/pmwiki/pub/images/planetbase_game.png)
Instead you should activate the game object on the spawn and instead of destroying the game object when health reaches 0 you should just deactivate the game object.
![planetbase mods insane mode planetbase mods insane mode](https://vignette.wikia.nocookie.net/castlecrashers/images/0/0e/Insane_Mode!.png)
Are you destroying them as game objects when health reaches 0 using the destroy game object command? If so this will cause alot of trash in the game. Just being curious because i am not sure how you are doing the ai's. It could be very useful for a enemies wave where you are surround by them. Like other vehicles, it can be damaged and destroyed and using the weapon system of vehicles, it is very easy to customize, configuring other weapons as a doble machine gun, cannon, homming missiles, etc. You can't drive it, because it is fixed in the place, but you can rotate the base with they movement keys in the Y axis and rotate the weapon with the mouse, to aim (with rotation limits if you want).
![planetbase mods insane mode planetbase mods insane mode](https://images.sftcdn.net/images/t_app-cover-l,f_auto/p/d22780e8-9b28-11e6-b0a7-00163ed833e7/456699874/planetbase-screenshot.jpg)
#PLANETBASE MODS INSANE MODE UPDATE#
I think that it could need a simple pathfinding to reach the door place (navmesh for example) and some IK along with an animation to get in and off.įor now, I haven't made animations for skinned mesh renderers yet, but it is something that I want to make too, so yeah, in a future update this should be added (with the option to add your own animation, of course).ītw, I forgot to say that some time ago, I made an usable turret with a machine gun for the player, using the vehicles system and its weapon system aswell. Ĭlick to expand.I would like to add this, since I like smooth transitions for objects, cameras, etc.
#PLANETBASE MODS INSANE MODE CODE#
And since we can't leave the lobby of each star system, we can still have the no skybox sky, we just need to generate the angular position of star around the localisation of the planet base on its galactic position, just like it happen in the galactic map.Īnd that's just the technical part, most people who implemented them, suffering through code to realize it don't work in practice at all, they are useless with gameplay. Jumping from star system to star system using the galactic map, like a level select, is a good alternative that help both gameplay and technical load. Designing the make believe is also an headache! That's why so few of these projects come to fruition when they seems so close to completion, there is a bunch of paradox!Īnd I'm sure they had seamless galatic travel too (the no sky box it's silly stuff that bit them back) BUT they have procedural planet size voxel landscape, I'm sure the extra memory and ms where needed elsewhere lol, I think their final model is more than enough for this reason, isolated lobby where planet hang out together without moving allow for beautiful sight seeing and sell the illusion enough. The scale of game and the rythme of gameplay don't allow for these extra realistic elements to work together. No man's sky dev had it all only to find in playtest filled them as bug! They couldn't understand why travel to planet took longer than necessary (because the planet was moving around the sun, you had to catch up) and they couldn't understand why the trade post, they left for a trip to space station, wasn't there anymore (because the planet had rotated so it's not facing the same direction) that's why I file it under gameplay! In order to sell the illusion, of planet moving around the sun, a map that show orbital line suffice!Īlso impossible to have the sun hanging with the planet if you want fast day and night cycle on planet (so the player have time to experience them in one trip) without rotating them (so you rotate light around each planet independently, which make double star system a bit more difficult). Click to expand.And that's just the technical part, most people who implemented them, suffering through code to realize it don't work in practice at all, they are useless with gameplay.