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I took some time away from the project for the last few months. I've been investigating some different things that I wanted to get in to the game, but they needed a lot of experimentation to find the best configuration.

I also toyed with the idea of spinning off a new, less complex project but didn't quite go through with it. I've got a couple of things which are ready for further development if I ever decide to focus on them though.

The first thing I did was to investigate non grid based movement. I know it's a step away from hard core roguelikes, but as well as being faster than grid based movement, it's easier to manage. The experiment was for a RTS game, but most of what I made can easily be reused in the RPG.

 I also spent some time working on particle effects and time control.

I briefly entertained the idea of making the game a real time RPG with the ability to slow down time or stop it altogether to aid with strategy. In the end I'll only be using the ability to pause the game while still moving the camera, something that wasn't possible before. I designed some nice particle effects to use for magic in the game too, including lightning bolt and ray of light type effects. I'll continue to use the above demo to develop more particle effects, it's nice to be able to walk around and see them in action.

Sometimes I wish I could make the game real time, it would make it so much easier to code, but it's not the game I want to make.

Anyway, I'm going to continue using the level generation code I was developing before the break, changes to navigation mean that I'll also be able to include some more detailed set pieces too, which will be non grid based. I'm going to be going back to the drawing board for a while though, working on basic player and enemy movement, doors and inventory management, combat and spellcasting. I want to get in to the meat of the project and not spend too much more time planning.


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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…