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Title character.

I've been thinking of how the game should start, even at this early stage of development, I need some eye candy. If I want to get people involved in the project there has to be something which grabs their attention from first opening the game.

So I made the adventuress.

She's not quite as I first conceived her, She was going to be a lot more medieval, but I ended up taking the base character I was working on and using it for a pirate based art competition with sketchfab and Blender artists forum.

After that i adjusted the character slightly using some of the props i created for the still life which will serve as a submenu background.

I think she shows the idea of mismatched armor, jewels, interesting equipment and toughness which I want to show in my project. I didn't want to make a girl in a chainmail bikini. This is a tough adventurer, ready to go further in to the deadly labyrinth.

I haven't posted for a while because I'm kind of stuck. There's some code that needs re-writing and I can't get myself to sit down and focus on it. I'm just not in the right mood for searching for bugs right now. i know if I sit down and change something, the whole mess is likely to go out of whack and it'll take me hours to get it back in working order again. last time I did that I was up until 3 AM and I didn't even notice the time, it just flies past as I rewrite, edit and test again and again. I don't really want to do that again right now.

Soon though... I'll be back on it. :)


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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.

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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…