I f*cked up
Last week I posted about adding the Apache helicopter, but there was a problem.
It wasn't an Apache.
It was a Cobra.
In a game about helicopters, I added the wrong helicopter. Lol.

[h3]Why It Happened[/h3]
The simple answer is, I used the wrong 3d model. My policy is to use 3rd party assets when they fit the style of the game, modify them when needed, and then create our own for the rest. If we're doing this right, everything should look consistent.
I was working on a lot of different tasks for this new mission, and I didn't give the actual Apache model the attention it needed.
The Apache Cobra wreaking havoc
[h3]How I'm Fixing It[/h3]
We will be creating our own Apache model for the game, and I will update you when that is done. On an unrelated note, the game will now feature the Cobra as well. ;)
It feels a bit scary showing more of our process, but I think it helps build trust. I'd like you to come along for the ride with us as we build the game. We're depending on your feedback to help us get there.
On that note- thanks for being such a supportive community. Those of you who pointed out that it was actually a Cobra model, thanks for doing that in a clear way.
I'll be posting more frequent devlogs about the things we're actually working on at that time. This should work better for us, since we're posting about things we're currently thinking about, and it should be better for you, because you get to see a more transparent update on the game.
So let's try it, starting... now.
[h3]New Teaser Video[/h3]
Including the Apache is part of a larger effort to create a new teaser video. The video will show some new levels, and one of them will start with the Apache. I won't explain too much because I don't want to spoil that part of the story.
[h3]Free Camera Tool[/h3]
Ariel and I worked on updating a tool to take screenshots in the game. This tool allows you to pause the game and move the camera around, change field of view, and take high-res screenshots.

We can run the game in slow motion from this viewpoint, which is pretty fun.


[h3]Trigger System[/h3]
Ariel added a trigger system to the game, to control actions within a scene, similar to the system used in Starcraft map making, or even in the command & conquer editor.
Ariel's gamedev wisdom appears in moments like this, where he's able to pick the right level of complexity for the task. The trigger system lets us make actions happen within a scene, without writing custom code for each scene, and it's all done within the Unity hierarchy.
This is huge because it's quick to add things, and you can create new high-level behavior while staying in the Unity editor.
We're using the trigger system to build a cinematic shot for the upcoming teaser video, and to use for new missions.
Here's a quick example, using the trigger system to launch NPCs:
A trigger configuration to eject any passengers and... fling them.
This trigger set up allows us to eject all the passengers to what we call "hand-holds", basically a spot they can hang from on the helicopter. Then it takes over control of the helicopter and sends control input to it, to simulate a hard strafe.
This will be helpful for us to test certain physics interactions with consistent input, as well as making fun gifs...
Thankfully there is no fall damage... yet.
[h3]What's Next[/h3]
This week we're working on a new level + mission that will be featured early in the game, which includes an entirely new area. We'll be shooting more video for the teaser, and updating the screenshots on the steam page.
We're also exploring how to expand what is destructible in the game, in a way that is efficient for us to develop, and keeps the performance high.
Thanks again for your support, and thanks for being patient. This game wouldn't be the same without you. I'll be working to keep you updated.
-Colin
It wasn't an Apache.
It was a Cobra.
In a game about helicopters, I added the wrong helicopter. Lol.

[h3]Why It Happened[/h3]
The simple answer is, I used the wrong 3d model. My policy is to use 3rd party assets when they fit the style of the game, modify them when needed, and then create our own for the rest. If we're doing this right, everything should look consistent.
I was working on a lot of different tasks for this new mission, and I didn't give the actual Apache model the attention it needed.

[h3]How I'm Fixing It[/h3]
We will be creating our own Apache model for the game, and I will update you when that is done. On an unrelated note, the game will now feature the Cobra as well. ;)
It feels a bit scary showing more of our process, but I think it helps build trust. I'd like you to come along for the ride with us as we build the game. We're depending on your feedback to help us get there.
On that note- thanks for being such a supportive community. Those of you who pointed out that it was actually a Cobra model, thanks for doing that in a clear way.
I'll be posting more frequent devlogs about the things we're actually working on at that time. This should work better for us, since we're posting about things we're currently thinking about, and it should be better for you, because you get to see a more transparent update on the game.
So let's try it, starting... now.
Devlog
[h3]New Teaser Video[/h3]
Including the Apache is part of a larger effort to create a new teaser video. The video will show some new levels, and one of them will start with the Apache. I won't explain too much because I don't want to spoil that part of the story.
[h3]Free Camera Tool[/h3]
Ariel and I worked on updating a tool to take screenshots in the game. This tool allows you to pause the game and move the camera around, change field of view, and take high-res screenshots.

We can run the game in slow motion from this viewpoint, which is pretty fun.


[h3]Trigger System[/h3]
Ariel added a trigger system to the game, to control actions within a scene, similar to the system used in Starcraft map making, or even in the command & conquer editor.
Ariel's gamedev wisdom appears in moments like this, where he's able to pick the right level of complexity for the task. The trigger system lets us make actions happen within a scene, without writing custom code for each scene, and it's all done within the Unity hierarchy.
This is huge because it's quick to add things, and you can create new high-level behavior while staying in the Unity editor.
We're using the trigger system to build a cinematic shot for the upcoming teaser video, and to use for new missions.
Here's a quick example, using the trigger system to launch NPCs:

This trigger set up allows us to eject all the passengers to what we call "hand-holds", basically a spot they can hang from on the helicopter. Then it takes over control of the helicopter and sends control input to it, to simulate a hard strafe.
This will be helpful for us to test certain physics interactions with consistent input, as well as making fun gifs...

[h3]What's Next[/h3]
This week we're working on a new level + mission that will be featured early in the game, which includes an entirely new area. We'll be shooting more video for the teaser, and updating the screenshots on the steam page.
We're also exploring how to expand what is destructible in the game, in a way that is efficient for us to develop, and keeps the performance high.
Thank You!
Thanks again for your support, and thanks for being patient. This game wouldn't be the same without you. I'll be working to keep you updated.
-Colin