I've gotten a lot of work done in this past month. Also, I've been keeping better track of what I've done and what left using an excel sheet. One of the big things I did was make a major improvement to the attachment system so that it uses C#'s reflection system to save, load, edit and display the variables for the different attachments. So it become very easy to add new variables as needed, this has made it really easy for me to make the attachment commands more expressive.
I also added several new beam efects including a lightning-like and a particle effect.
Also added the ability to fill in polygons in the graph editor.
Added a way to spearch the launch of missiles and to launch more then one at a time. This was used to build the flack cannon.
Added a random turn-rate and random turn offset attach command so that when we emitter a bunch of missiles thatey can be rotating randomly.
This was a big one: I added a way to test fire all the weapons in the editor which has sped up the process of making weapons about a hundred times (I used to have to add the weapon to the ship, run the combat, fire the weapon and take a look at it). Now I can fire the weapon frame by frame in the editor and adjust the results as I'm watching it.
I've also started the process of moving the remaining direct SQL queries into PERL pages on the serve that respond to a post message. Doing the direct SQL queries didn't work when you had certain firewalls, now assuming your firewallallows you to open a web page, you can play the game.
I found some good sample code of building an activeX component that loads onto a web page. This is key for moving my app to a web page application. Since the executtable is only a few hundred k it should be pretty fast to load. I need more info about security to make sure I'm not doing anything that will cause the browser to fail. I'll keep the application option as well for people who don't like to run off the web page, or who have firefox.
I'm also just about done with all of the weapon and missile effects. Probably another 2-3 days and the weapons will be all done.
After that I'm going to finish the direct SQL to Post conversion.
Here's the total list of remaining task as of today. I've scheduled them out time-wise and I have about 100 hours of work left:
Add missiles, beams to weapons
Figure out when exactly to apply damage
Make things explode
Connect thrust to engines
Add flash effect
Add a way to pause and quit combat
Add a second account
Test incursion
Replay attack
Finish arc movement
Move sub-entities to one flat list with a parent transform reference
Move all queries to http/perl
Make app work as an active x control on a web page
Make attack query happen on server (so we don't need to download the whole database)
Cache graph ship data (some kind of temp)
Get the game news up and running
Implent the "Sigil" drawing effect for nanites
Build the 16 nanite sigil shapes
Implement the 16 nanite sigil effects
Thick line draw of a polygon
Satellite weapon ai - who to fire at
Satellite nanite ai - who to effect (heal, summon, buff)
Drone ai - who to attack
Drone ai - who to block
Drone ai - who to defend
Drone ai - approach angle
Ship ai - Who to attack
Ship ai - Approach angle