Monday, June 23, 2025

The Interceptor – RTS Sport About Taking pictures Down Rockets

What’s new on this massive thrilling replace?

You manually launch interceptions as a substitute of it being computerized.

Till now, the you’ll merely place down radars & launchers and sit again and watch them completely fireplace interceptors at enemy rocket barrages.

I spotted this made the sport boring, kind of such as you “watching a film” or “watching the sport play itself”.

And so, I made it so you must manually fireplace interceptor missiles from launchers at incoming rockets.

The Interceptor – RTS Sport About Taking pictures Down Rockets

This positively made the sport go in the correct route, for a number of causes:

  • Made the sport extra interactive and enjoyable, you even have extra to do now.
  • Interception success and failures have extra of an influence.
  • Earlier than, if a launcher mechanically completely launched an interceptor and stopped an incoming rocket, it felt “meh”
    And if an interceptor missile missed (hardly ever) and the enemy rocket hit one in every of your cities, it additionally felt “meh”, since you did not immediately fireplace that interceptor, so it is not likely your fault.
    Now, you personally select when to fireside interceptors at rockets, you additionally select from which interceptors and at which particular rockets.
  • If an interceptor you personally launched efficiently stops an incoming rocket, it feels good.
    And for those who fired an interceptor too early or too late and the interceptor missed, you get to observe the direct penalties of your mistake as you helplessly watch the rocket hit one in every of your cities, all since you didn’t cease it.

New launcher mannequin

It is about time I modified the interceptor launcher mannequin.

Earlier than

After, significantly better!

When putting or shifting down the launcher, it mechanically goals in the direction of the enemy territory, and when an interceptor launches it launches at a barely angle, as a substitute of straight up (which is what occurred till now)

New enemy firing sample system
Additionally helps zooming!

I created a brand new enemy firing sample system, which is basically a ‘waves’ system, defining a wave as a begin and finish time, what number of missiles it ought to fireplace (at random intervals) in-between the beginning and finish instances, and at which vary.

It is essential to notice, I do not essentially need to flip this sport right into a ‘waves protection’ sport. I deliberate for this to be a extra ‘simulation-esque’ protection sport. This ‘wave firing system’ is (to date) fully clear to you, the participant and I simply made it as a better method for me to manage when and the way the enemy fires rockets.

Nevertheless, I really feel this technique is restricted (actually), and so I plan to take inspiration from this technique and make a brand new, comparable one that can procedurally generate infinite ‘waves’ in actual time, till a set restrict at which level the sport might be over, and you’ll both win or lose.

Interceptor launchers now have names!

Interceptors now get random names upon creation! They usually hold monitor of statistics reminiscent of ‘what number of rockets I intercepted’, ‘what number of lives I saved’, and ‘what number of interceptor missiles I wasted’ (wasted = missile self destructed after gasoline exhaustion (flying too distant) or hit the bottom)

Quickly, I plan to make a UI that can present all of your launchers in a desk view, with their names, stats, and so forth.

Simplified interceptor missile code
Earlier than the interceptor missile code logic was overly sophisticated in an effort to make it reasonable.

This did not work nicely, and generally (out of realism) the interceptor did not behave the best way you’d count on it to, with out essentially understanding why – I figured this could simply frustrate gamers so I simplified the code (at a value of being barely much less reasonable).

An upside of that is that now the code is easier (clearly), simpler to maintan and modify and add/take away new options sooner or later.

Upcoming options!

  • A brand new(once more) enemy firing system, this time infinite (till I set a ‘sport over’ restrict anyhow) and procedurelly generated in actual time.
  • Simpler option to see the place enemy rockets are going to hit – that is important so that you can see the place enemy rockets are headed and select the most effective launcher to cease them.
  • Simpler option to see the place radar protection is (to know the place there isn’t a radio protection)
  • Common analytics (all heatmaps/charts might be over historic time with customizable time ranges.
  • Heatmap of the place most interceptions occurred
  • Heatmap of most enemy rocket landings (weak spots)
  • Line charts of interceptions/rocket landings over time
  • R&D System (maybe in between “waves”? Unsure, have not ironed this one out but)
  • Restricted radars/launchers and even restricted interceptors, forcing you to make robust selections

Keep tuned for extra sooner or later!

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