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Sean O'Connor's Games • View topic - Design Considerations...

Design Considerations...

Real time World War II combat simulation

Design Considerations...

Postby Paolo Sforza » Mon Oct 03, 2005 1:12 am

Sean, when designing 'top view' vehicle sprites, presumably what is required is, intially:

1. A top view of the hull minus rotating turret (if there is one) shaded to 'south east' direction.

2. A top view of any rotating turret, with similar type shading.

I'm having trouble figuring out whether the game rotates the turret sprite separately from the hull graphic when the vehicle re-aims the main gun or whether there are a whole series of combined hull and turret sprites showing the tank with its turret pointed in different directions for each aspect of the hull's direction. Am I making sense or missing something obvious?

Almost there on 4 types of Japanese vehicle (data and graphics), but can't figure out what the game requires for rotating turrets. Thank goodness for SPGs! Infantry section organisation (7 types) coming along nicely as is the data and graphics for the rubbish AT guns (4 types) that these guys had.

On infantry sprites, am I right in thinking that there are only two types - prone and upright? Can you post, on this forum, a few example sprites of vehicles with rotating turrets and infantry types so that understand what's going on and progress the Japanese stuff?

Cheers.
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Replying to myself...

Postby Paolo Sforza » Mon Oct 03, 2005 2:00 pm

Forget the above (except for the example sprites Sean). I've worked out Maskmaker and the rotate tool - so I think that's sorted. Just me being dumb!

Cheers.
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Postby Sean OConnor » Tue Oct 04, 2005 7:37 am

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