Skip to main content

Vinland UI

Starting work now on the UI for the game.
I need to get on with this as it's going to handle controls for things like changing infantry formations, giving orders to your units, targeting and combat etc...

Here's an early version of the UI command buttons:


The commands will also be accessible by hotkey. For example the first 4 are A, S, D, F:
1. Attack, 2. Sentry, 3. Defend and 4. Flank. These will set the overall state of the selected units.

Attack will make the unit move to the selected destination or enemy, trying to shoot whenever possible.

Sentry will go in to observation mode and for infantry they will go prone. Tanks will open their hatches to get a better look around. They won't attack unless first attacked, and will get a better visual range in this mode. You can use the ambush mode as well (second row, number 6), in which case they won't get the visual bonus, but will be harder to spot.

Defenders will try to turn automatically to face the nearest enemy, infantry will go prone and spread out to make a harder target. Tanks will button up (close their hatches) for safety but will have poor visibility.

Flanking units will move at a faster pace but will be more vulnerable. Infantry will bunch up to avoid causing traffic jams, making them a prime target for artillery. Vehicles will have a chance of breaking down or suffering mechanical damage when moving at flank speed and will be easier to spot due to increased engine noise.

Other actions there include:
5. Resupply on/off. If you have some supplies then begin distributing them.
6. Replenish troops. Alternatively use supplies as extra troops to man captured artillery or anti-tank guns.
7. Force target. If you want to shoot a bridge or house or some other non-hostile thing.
8. Exit vehicle/ house, unload. Any infantry on this agent will be dismounted.
9. Stop moving, hold fire. Cancel all orders.
10. Setting/ menu. Bring up main menu.
11. Repair self, others. If you have repair crews or engineers.
12. Conserve ammo. Don't shoot big guns, only small arms.
13. Indirect fire. Use a tank or gun like artillery on an unseen part of the map.
14. Ambush mode. Try to hide, don't shoot until shot at.
15. Call air support. Resupply by air, call in paratroopers, fighter cover, spotter planes, bombers etc... These will be kind of abstracted, you won't see the planes flying around on the screen right now. I'm leaving that for an expansion.
16. Show objectives.

Some of these are going to get changed There will probably be some more actions such as lay/clear mines. I'm also thinking of adding or moving some existing actions in to special abilities like aim at tracks, ambush and so on.

I also worked on the trees and found a way to get the clip alpha looking better:


Usually on the texture tab I set alpha to have 100% influence, so it should match the alpha setting of the texture. But this is rarely correct and setting it lower avoids the dark edges I was getting before.

I've also started maintaining the project on Github.
Not sure how I like it yet, it's nice to have some version control options and ability to experiment, but I'm not 100% on it yet. I've made a few mistakes and ended up losing some of my code once or twice. I'm sure I'll get more accustomed to it though. :)

Comments

Popular posts from this blog

Make your game models POP with fake rim lighting.

I was watching one of my son's cartoons today and I noticed they models were using serious amounts of simulated rim lighting. Even though it wasn't a dark scene where you'd usually see such an effect, the result was actually quite effective.



The white edge highlighting and ambient occluded creases give a kind of high contrast that is similar to, but different from traditional comic book ink work.


I'll be honest, I don't know if there's a specific term for this effect in 3d design, since my major at university was in traditional art. I learned it as part of photography.


You can find plenty of tutorials on "what is rim lighting" for photography. It basically means putting your main sources of light behind your subject so that they are lit around the edges. It can produce very arresting photographs, either with an obvious effect when used on a dark subject...


..,or as part of a fully lit scene to add some subtle highlights. See how alive the subject look…

How to... build a strong art concept.

So you want to make some art assets for your game. The first on the list is a Steampunk Revolver for your main character to shoot up Cthulhu with. Quickly opening your internet browser you start with a Google image search. Ah, there is is!

It might be a good idea to find a few influences so you don't accidentally end up copying a famous design.


Just mash them up and you're ready to go! Off to your favorite modeling program.
But wait! isn't there more to building a strong design concept than that?

Of course there is.
One of the diseases of modern design is that of recursion. Everything is a copy of a copy of a copy. This is especially a problem with "historical" concepts. Over the course of that recursive process the concept becomes infected with modern design elements, and ends up looking very similar to everything else that anyone else has ever made.
If you want to come up with a really fresh idea, you have to get beyond secondary references and go look at real …

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…