
Hi, friends.
We continue to share with you the latest development results. Now we are working on a system of visibility zones (further viewports) in Soldiers:Arena. We have repeatedly said that between balance and realism, we will rather choose the former. But this is only in a situation where the choice is inevitable. In most cases, you can get both. And our today's diary about a similar case. Any unit in Soldiers:Arena has its own set of viewports and we now writing and changing for them some general and particular rules. We add viewports to the commander's machine guns and usual ones, to all observation slots. We added dependence on the unit type. For example, the SPG with closed superstructure sees much less compared to an open-top one.

A couple of text examples.
Each unit has a viewport suitable for its combat tasks, strengths and weaknesses. For example, the best round viewport will be found in the motorcycles and special infantry like jaegers ( you helped to find the name for them). Units, that rely on brains, scouting and reconnaissance more than a fistful of steel. And heavy tanks have the worst in comparison. That's why they need more support than others.
As we already wrote
earlier, the cannon crews are now not so visible when shooting. In fact, their exact location is unknown until they reach the enemy's field of vision. In addition, they have better gun viewports in comparison with the tank ones. This combination makes them dangerous on long distances. But if you let the tank close enough - this particular cannon will soon be no more.
There are some types of infantry in the game with a camouflage skill and most other units can only see them from a close distance. Besides jaegers, special forces, officers and saboteurs who can detect them on the entire field of view. It should be noted that loud shooting unmasks any fighter. Therefore, in the arsenal of some squads there is a silenced weapon, shooting from which doesn’t lead to detection.
And a couple of visual examples.
Next, for a better visualization of the process, we’ll show some screenshots from the editor, which show the viewports in their debug mode. You won’t see any unnecessary lines in the game ofc. So here is the specific visual example. Here is our KV-1.

It is so lonely and lifeless. But by just putting a soldier in it will trigger the round and driver’s viewports to start functioning.

We'll send two more guys there and viewports of the main gun and rear turret machine gun will start to work.

And here, for example, an armored vehicle, fully loaded with infantry, ready to kill any living creatures offending or defending.

Viewports are now at the development stage, so do not hesitate to write your suggestions in comments.
[ 2017-03-09 18:05:19 CET ] [ Original post ]