Posts with Tag: Operations Room
by gekido on Oct.14, 2009, under Combat Spec Ops
Working some more on the Content Browser mini-app this weekend, fleshing out what all I want to include in it and so on.
My initial intention was that it would be used purely to preview the weapons & other models in the game as they become available, however I also wanted the app to be something that was actually useful for something besides previewing content in the engine.
There are essentially two sides to the game — the first is a strategic ‘high game’ component, which allows you to monitor the state of the world, check out the status of your Unit and manage things like transfers of equipment between the various bases that you have setup around the world. The second component of the game is the actual low-level tactical ‘mission profile’ component, which covers everything after the Unit deploys into the field and things get down and dirty.
by gekido on Oct.09, 2009, under Combat Spec Ops
Another wave of stats are implemented — finished the ‘nation info’ lookup system last night for the primary Operations Room screen.
by gekido on Sep.13, 2009, under Combat Spec Ops
Got the main structure for the high-level game framework implemented last night…well technically this morning i guess. Went to bed waaaay too early and ended up awake and bored at 2 am so…anyways. Reworked the entire game startup procedure, but profile creation through launching a new campaign and on down.
The system is designed to be very flexible and open-ended, each campaign has any number of missions attached to it, each with their own config file, which determines things like whether the mission auto-launches (like the startup / intro credits machinima sequences) or whether they need to be activated manually (either via a timed trigger event or through user input) on down to how the mission and cinematics are executed.
All in all it’s pretty slick (imho) and gives me an excellent framework to begin building and connecting all of the various gameplay elements that I have been implementing — everything from the high-level Operations Room, through the unit & weapons customization pieces on down to the actual ‘in country’ shooter gameplay itself. So, lack of sleep aside, it was a productive night ;}
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by gekido on Sep.11, 2009, under Combat Spec Ops
When I left off, I had the basics of the Operations Room created, with both the base ‘earth’ and the seperate ‘nations’ geometry in game and ready to go. Next up is to add the basic selection system that I want so that the user can get information about each different country in the game and other similar info.
by gekido on Sep.09, 2009, under Combat Spec Ops
The operations room provides not only a pretty view of the earth from space, it also is used for managing your bases (Forward Operating Bases or FOB), monitoring Terror Alerts & Unit deployments around the world, and in general keeping track of the events around the neighborhood.
Along those lines, just got the political / national view of the OpRoom updated. I don’t have every single ‘legit’ country in the world as a seperate mesh, but in total there are around 170 nations in the ‘C:SO’ world — and my goal is for the mission generation system to support deploying the Unit to every type of terrain / environment and ecosystem contained within. Sea, Air or Land, indeed ;}
As a side note, I’m working on porting a small subset of the CIA Factbook database into the system for general population info (among other things). When you select a country in the grid, the game will actually be polling fairly realistic / recent data (at least as recent as is available to us mere mortal / non-military types that is). More on this later ;}
And yes, every single country (the primary colored versions) are individually modeled meshes that are overlaid over the main globe. If the user has selected a specific nation, the overlay meshes will be used as ‘highlight’ type meshes to indicate what the user has selected.
Next up is to do Cities (national capitals & otherwise)… weee



