Skip to main content

Infantry experiements.

Vehicles are working nicely now, and I think the vehicular game-play is coming to a point where I'm pretty happy with it. You can see some of the more recent progress here.






Now with tanks churning their way through the mud, I think it's time to start bringing in the PBIs.

Poor Bloody Infantry.

I need to see how infantry reacts to vehicles, how well (or badly) my pathfinding routine works with large numbers of agents and vehicles. And overall how infantry works out in the game. I think the plan I have is going to work quite well. Infantry move very slowly, so the pathfinding calculations shouldn't happen very often. The pathfinding itself is very rudimentary, just like that I'm using for the vehicles at the moment so the overhead should be small.

I've actually got a whole load of infantry building scripts and models left over from an earlier version of the game, but I'd like to start from scratch on that one really. I'm experimenting with quick hand drawn textures and low poly models, so far it doesn't look too bad. Remember, the infantry sprites are going to be tiny on screen...

Right now I'm considering if it's worth the extra time to paint these guys up using a more complex texture painting technique, the final result is so small I don't know if you'd really see any benefits. Maybe tomorrow I'll post a side by side comparison. For now I'll probably use some of my old assets, I've got two different riflemen sprites:

And you can see what they look like walking around in this video.

Comments

Popular posts from this blog

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.

Rockets

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…