Skip to main content

Video Diary 8

Things are moving along well, there's been a lot of progress on the action manager side of things.

Actions have finally moved to the UI, so you can initiate actions by clicking the appropriate button. I've set up some dummy actions to show what happens visually when actions are taken, but the actual dice rolls and such are yet to be integrated. The UI objects are also being added, though some are non functional or empty at the moment.


http://youtu.be/0wPBLG-3J2Q
Click on the image to see this week's development video.

Every time I add something big I also add about a dozen small things. Like the selection box visualization. Previously this was using render.drawline, and old fashioned Blender function which can be impossible to see at certain resolutions, or at certain frequencies. I replaced it with a function that adds planes of the right size and scale in the right location.

I also made all characters a little bigger. I still need to do some work with vectors and final target locations to make sure that characters get as close to a target as the need to be for realistic combat, but not too close.

I'll be needing some testers soon, if anyone is interested in killing some giant rats. :)

Comments

  1. starting to look like a game. I really like the vertical menu bar - it shows a different look that other games use.
    I did notice an odd flickering with the shadows though?
    Also, when you select a character, there is no (quick) visual clue as to the fact it is selected. in multiple character situations, you might not know which is the one being selected?

    ReplyDelete
    Replies
    1. Thanks. The flickering is probably caused by the hack I have to use for multiple dynamic light sources. It looks kind of like the flickering of a torch though so I can live with it for now.
      I've resisted adding too much visual clutter in the scene so far, like always present health bars or selection circles, but I suppose it's something I can't avoid for ever. I'll just try to make it subtle. I'm excited about where the game is at now. Seems likemuch of the worst parts of coding are done, other parts like inventory, I've already got working prototypes for and it's just a matter of plugging them in.

      Delete
  2. Excellent. It's good when things come together (separately) and you can finally see them all working :)

    ReplyDelete

Post a Comment

Popular posts from this blog

Vinland 1936

What have I been up to this month?

Well you can see it in a couple of development blog videos, here, here and here.

Vinland 1936 is a game I've been working on (on and off) for about 3 years. It is somewhat based on the old Nirval interactive game, Blitzkrieg;





I hope you've played it since it is one of the best games ever!!! (IMHO)
Blitzkrieg was a real time tactics game. You didn't build a base, or spawn units. It wasn't about rushing the enemy. You got a small number of troops and vehicles that could be replenished or repaired if you had access to a supply base and the right supply trucks, but couldn't be replaced if lost. Once your vehicles were destroyed and your infantry killed you were finished. You couldn't just churn out some more from your factory and have another go at rushing the enemy guns. This made you invest a lot in each of your units. They really mattered.

It was also procedurally generated. Each mission (except for the historical missions) was…

Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.


Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …

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.