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Props, Tooltips and Animated Doors.

From now on I hope to set a routine of releasing short video updates on progress. I've pushed through the pathfinding and most of the movement AI programming. I'm pretty comfortable with how the agents are working out. I made some changes to the A star algorithm to make it faster and generate better routes.

It's now possible to add props to the game, they block movement and can be moused over for some feedback about what they are, but they can't contain anything yet. I think I should probably work on the inventory and item system next. Once a player can pick things up and equip them we can get started on prototyping combat. Stats will stay rigid at first, levels and skills will come later.
Click the image for a link to the video blog.

I also did some work on my 3d design work flow. I had been baking textures on to my characters and then touching them up in the GIMP, but I learned a bit about projection painting and after trying it I found it's a good fit for my current style.

Here's a monster I made with the new workflow:


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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…