Following Seas - Cargo 2, electric boogaloo

Описание к видео Following Seas - Cargo 2, electric boogaloo

Join Discord! -- discord.gg/KX9FA7F7eq

Hello, bit different this week.

First off -- I have a discord now. Just getting started, but link is in the description and everyone is welcome to join.

There I post further information, answer questions, and provide development info that doesn't make it into these videos.

For this update, I want to show you the start of a major overhaul to the cargo system.

Probably the biggest piece of feedback i've received is comparing the cargo system in this game to the highly interactive one seen in Sailwind.

I want to be clear that while I like Raw Lion's system there -- I have never intended to replicate that system in Following Seas.

This is a separate project with separate goals.

I've gone with a grid system for cargo, where a ship can have multiple areas dedicated to cargo. It may be a bit restrictive, but allows for more efficient placement of large amounts of game objects. The Saettia for example can carry
about 300 crates, so there needs to be some optimization there compared to being fully physics based bodies.

Cargo weight is positional, so it's not just adding to hull weight, but adding its weight at its position within the hull.

Task logic has been changed so that accepting a task does not load any cargo, but rather leaves loading up to the player. For this video I've done some cheating so that loading and unloading are done at the same point, but of course typically you can only load cargo when docked or very near the origin point, and vice versa for unloading.

You can then use a new object I call the cargo manifest to begin loading cargo. You can load as much as you'd like, including mixing and matching from multiple tasks if desired. The task is persistent, so You can deliver partial loads and return to port for multiple trips.

Комментарии

Информация по комментариям в разработке