Battletech Live

Online, Turn-Based Battletech – Development Logs

Further status of the Mech Lab

The Mech Lab is almost to a usable point and so far, I like the way it’s turning out.  After I finish work on Bipeds, it’s a short step to Quads and another short step to OmniMechs.  From that point, I’m not sure if I’ll do vehicles next or if I’ll set up the mtl import first.  In any case, that’s a few weeks out still.

On the main page of biped configuration, I have maybe half of the fields linked into the needed calculations.  I was initially having problems figuring out how to do the math for Gyro mass (engine rating divided by 100, rounding up), but ended up working it out like this:

  1. Engine Rating = BattleMech mass * walking speed.  (60 Ton Mech * 4 walking hexes = a 240 engine rating)
  2. var t1:int = engineRating % 100;     //  This returns the remainder of the rating divided by 100, in this case, 40.
  3. var t2:int = Math.round((engineRating – t1) / 100);     // Subtract the remainder from the engine rating, then divide by 100 to get 2.
  4. If(t1 != 0) { t1 = 1 }     // Convert whatever remainder there was to 1.
  5. t2 = t2 + t1;     // Adds the converted remainder back into the original.

setupconstructAs an overlay to all of the build panels, I’m using the following as a slide-out panel.  It will give a realtime status of the build process.  The panel will stay on screen as the player moves from one sheet to the next so they don’t have to hunt for as much information.  In order to name a unit, they need only to click on the line that says Unit Name and it will supply an entry field.  I’m undecided as to whether I want to have a user-selectable unit designation or if I want to have it automatically generated by the server.  Either way would probably be fine.

setupsummaryThe armor diagram is handled mostly through the sliders, adjusting numbers accordingly or by clicking the Max Armor button.  Regardless of space, the maximum armor factor for a unit is 307, but it will be set up so that it utilizes all free space up to the 307 number.  As you can see, I don’t yet have it tied in to reflect the tonnage used.  I will be adding in the ability to do patchwork armor, different types of armor on different body parts and the ability to be non-symmetrical with armor points.

armordiagramThe equipment sheet will allow the selection of armor and equipment.  A standard list of equipment will be available for units that will be created, saved and left for later.  Two other sources are also available because in order for the player to be able to use the design, they will need to either be able to buy the BattleMech from a merchant house or outfit the Mech from equipment and weapons from their character inventory.

equipmentSimilar to The Drawing Board, the next sheet provides for allocation of equipment.  Weapons will appear on the left panel and other equipment on the right.  The charts auto-fill for required components and list blanks for free space.  Items from either left or right panels are drag-and-drop enabled.  Compact Crits is used to shift everything up to consolidate free slots and the Clear Crits button is used if the player wants to wipe out all optional items and begin again.

allocationThe Capabilities, History and Recordsheet tabs aren’t finished yet but the last sheet, All Equipment, does exactly what it sounds like it does, providing a chart of all weapons and equipment available for use in the game.  In the end, I will have several charts available, one for BattleMechs, one for vehicles, one for aircraft and one for personal equipment such as rifles and first aid kits.



January 3, 2009 - Posted by | Project Development

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