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Following on from yesterday's brain storm I'm going to revisit clothing and armor briefly. Before there were four types of armor: Clothes, light, medium and heavy armor, as well as hats and cloaks.

I'm going to extend this to add robes, which can essentially be worn over your armor for extra visual distinction. I also added barbarian furs to fill up some of the slots created by adding the separate robes category:

New to the catwalk this season, dead animal wear.

I may extend these even more to make a whole new category of armor so that barbarians and the like can enjoy visually actuate representation on screen. I kind of hate seeing my barbarian walking around in purple elven chain mail.

I've also moved some of the magical armor out to be "unique" armor. There will be unique items in game, very rare and with their own graphics so they feel even more valuable.

Magical glowing high level armor!

I want to get all the weapons, armor and gear sorted out now because next up I'm going to be working on the inventory system and making equipment visible in game on the character models.

A mock up of my intended inventory system.
I'm going to aiming for a slot based inventory system, you'll be able to carry a certain number of slots worth of equipment depending on your strength. Picking up containers such as bags extends the number of slots available. If you drop the bag, you won't drop all the gear, but you won't be able to move until you reduce your load.

Enemies are going to have visually accurate weapons and armor (if any) just like the player. If you see a beast man with a battleaxe, you'll be able to take the battleaxe if you manage to defeat him.

Today I did some more clean up of the code, merging some stuff so I don't have to remember which object is handling which parts of the code. There is now a single object which hosts the scripts which drive most mechanics of the game. Next up I'll be moving some stuff away from GlobalDict which has been causing me problems and storing it as data in a property attached to the controller object instead. From there it can be marshal'd out for save games rather easily.


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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…