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Moving "@" around the map with the arrow keys.

Yes, that's the stage I'm at now.

However, I do have a functioning level generator going, as well as most of the art assets I'm going to need for the game, so I think I'm in a really good position to move forward.

I can't decide whether to make the movement arrows affected by light. It looks better I think when they fade out on dark levels, I don't want too many bright UI elements in the game, I'm going for that 90's dull and dark look.

There are different arrow icons depending on whether the movement would require walking or running by the player. If you run you can't do any other actions such as drinking a potion, but you can do combat.

I've also made some stand in icons for pick up, fight, read and other actions, until I can get someone to do some 2d design work for the game.

Here's a video of today's progress:

If you are interested in technical details, I can say that the mouse position is detected on the floor, and then a route is calculated to that square it if is walkable and the previous frame didn't also just do that same calculation. Arrows are placed along the route, and then when the route changes a script sweeps through and culls any objects which have the property shared by all navigation icons. 
If you have a valid route and you click the left mouse button the controller changes states and moves the player along the route deleting squares from the route as it goes (this would be the point that foot prints could be added as each square is traversed and deleted from the route). When the route is empty it changes states back to the route picker script.

When more player characters are added you'll be able do select them and do the same. As you move, your max movement points will be used up, then you have to skip to the next round to get them refilled.


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Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.

Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.


I finished working on the code for adding foliage and having some extra time I decided to experiment with the code for rockets.

The original idea I had was that rockets would be large vehicle components that can be fired very quickly, regardless of how much manpower is used for reloading.

They would use up a lot of ammo, so they would run dry after a short but devastating barrage.
The problem here is that it's easy to take advantage of this by adding a lot of ammo, which is much smaller than in bulk than the rockets.

There's also the problem of firing large caliber rockets. In real life rockets of up to 30cm were used, but I think that will be too powerful for the scale of combat in this game.

lol. Somehow that one trooper survived the mother of all explosions...

A 30cm rocket could contain nearly 30KG of explosive. That would be a very large explosion.

I've tried to balance the game by using a simple equation to make bigger guns more powerful, but hopefully not too powerf…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.

Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…