The previous Ai controlled ship; the trade ships, were large and neutral by default. I wanted to add something more like a fighter; small, nimble, forward firing and hostile by default.
Here’s the work in progress:
This ship is attacking an imaginary object just above the tower. I’m imagining a few of these surrounding a base and attacking intruders (as hostile ships them wandering around in the world might be a little player hostile, maybe for a hardcore mode).
I don’t think this ship body will be its final form as I wanted it to be more… like a spear. It will also probably attack things that aren’t in its imagination.
As a computer controlled ship this is all good but it immediately made me want to create something human controlled with equal maneuverability to fight it but the command chair as is stands requires far to much external wiring to process the outputs before they go to the engines. So; I’m planning on allowing simple formulas to be put in the keybindings for the command chair as well as vectors
So the current command chair allows you to select a single key to output in each direction, so for example you might type “a” to bind the a key to the SOUTH output which means to get forwards, fire, up, down, left, right you need 6 outputs, which already means you need 2 layers of outputs which is fine for a capital ship but big for a fighter. But if instead you allow simple formulas you can have:
SOUTH = a-d (controlling left and right together, press a and SOUTH is +1, press d and its is -1, press both and achieve nothing, don’t do that)
EAST = w (for forwards)
WEST = o-l (for up and down)
NORTH = x (for fire)
Great, now were’re at a single layer of outputs, except we’ve got wires coming forwards from the cockpit, that’s going to obscure our view, and the game already supports vectors so how about this:
SOUTH = w, a-d, o-l
EAST = x (for fire)
Now we can get all the signals away from the player nice and easily!
So that’s the plan, if all goes well you should see us in a fighter battle with that sunspear soon