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

Advice needed on tilesets...

I need some advice on which is the best way to handle building the dungeon. Right now I'm using prefabs for my dungeon, they have a north south east and west section for each "room": The basic tileset. This has several advantages, and also several disadvantages. Firstly I can have curved rooms, I can have tunnels and other interesting shapes. The tilesets can look quite nice with a little work. On the other hand I can't easily get the navigation data before building the map and once the map has been built I can't make changes to the layout, like having active pit traps or believable secret doors. Although the rooms are interesting, they are quite repetitive, and it takes a lot of effort to make even a few different variations. Also rooms are constrained to one size. A newer version of the tileset with a lot of variant parts for making more interesting rooms. To create a tile set is a real headache too. Planning how to lay out the UVs, trying to cra

Upstairs / Downstairs.

I've decided to make my prefabs multilevel. Later this should allow me to add pit traps and other great stuff. It also makes it easier to line up stairs so that you can exit them on the same co-ordinates where you entered them. The prefab editor is pretty much finished, it just needs some code for loading up prefabs from a saved dictionary, so that they can be checked or edited. The entries will need to be forwards compatible, so I'll be loading each tile and then translating the indexes to a new array, that way if I add extra indexes or extra info (like traps or puzzles) I'll be able to update existing prefabs to work with the new standard. Click for a video.

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. 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 t