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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.


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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.