Here are some animated images of the progress that’s been happening!
Capital Ship Destruction Test
I originally wasn’t going to leave the debris around, but I am going to make it a priority now. It was just one of those things I tried as I was working and it turned out pretty cool. There’s extra work involved in the setup, but I think it’s worth it. I love battlefields that get scarred and persist (Myth being my favorite example), so I’m pretty excited to carry that idea into this game.
There are a total of 4 implementations of lead reticles in the game right now, and I’m glad I did each of them because they taught me a lot. The two front runners are the pictured reticle and the traditional lead reticle that many games like Freespace and Strike Suit Zero have.
One thing I dislike about the traditional implementation is that its nature makes you focus on a piece of interface several meters out in front of the ship. You simply stop paying attention to the ship you’re trying to shoot down.
The reticle above is the same math as a traditional reticle, but it is just solved differently. The green crosshair represents where your bullets will intercept the target at the “ideal” lead time. This means that the rounds will land where the green crosshair is pointing in relation to the target. The added benefit is that now your eyes and focus are now primarily tracking the target ship instead of an interface element.
As both your ship and the target ship suddenly change velocities, the reticle can do weird things as the targeting system tries to compensate, but I feel like those cases can be minimized or worked around. If not, there’s always the option of going the traditional route, or tying different reticles to various weapons.