Still working on capital ship weaponry and it’s fun! I’m actually doing a lot of clean up under the hood since my general programming process is get something working that I can play with on the screen as fast as possible and worry about making the code better later. I am in a make the code better phase because capital ships are far more involved than fighters and they are forcing me to break out some of the systems I just hard coded into my fighter scripts so that after I am done, I’ll be able to iterate more ships, turrets, weapons, other objects faster.
One example of this current decoupling is beam weapons – a totally different style of ‘projectile’ that still works with the components I built. The main turret I made last weekend just fires off regular cannon projectiles which are the same things that the fighters shoot. It’s been my standard projectile along with missiles for a long time. Standard cannon projectiles do 1 damage to the hull (armor and shields haven’t been implemented yet…) and missiles do a bunch more. The beam weapons are set to 1000. They cut through anything and can destroy multiple ships in one hit. I’ll probably dial it back but its fun to watch the thing just vaporize fighters like gnats. I envision this level strength weapon to be a capital ship attack weapon so the turret will probably track slower and generally just target other big ships. I might also make a short range faster tracking anti-fighter beam to punish players who get to close. The beam weapon definitely makes a cap ship something to fear.
On the technical side – I used a line renderer with a collider for the beam and I hacked together a lense flare and light at the origin of the beam. I might add another lense flare type thing to places it hits stuff so that it looks like a weld torch. Might be a cool effect that is different from the regular sparks and stuff of other weapon collisions.