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It's getting really hot here. I live in South Korea and the summer is almost tropical. Last year my video card burned out, hopefully it's not going to happen again. :)

Anyway, I've been working on some new monsters to take advantage of the new Giant Rat agent archetype. I've tried to keep the absolute number of archetypes to a minimum, as many monsters as possible share armatures and animations to help save development time.

The Giant Rat has spawned 7 different monsters.

One of my favorites is the Cockatrice:
A dangerous monster from the lower levels.
Click for a video of the other monsters.

One of the places most associated with the original tale of the cockatrice, Wherewell near Andover, is just a few miles from my hometown in England. When I read about it I was quite homesick, I remember the many warm (but not tropical) summers I spent riding out to that small town where the cockatrice was said to have lived in a well. I used to swim in the stream with my friends and dry out in the sun with not a soul around for miles and miles.

I've also been working on the prefab editor which is up to version 6 now. I made some changes so map display is independent of indexes, but is rather gathered from a set of single letter strings in a look up dictionary. This means I can change the indexes as much as I want, adding or taking away different types of tiles as long as I keep the reference dictionary up to date.


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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…