[Prototype] Top Down, Turn Based 1v1 Battle
5:03pm 12 Jun
A very early look at a project I am playing with. Just got the path-finding all sorted out and thought I'd give it a show.
You can find a short video demo here:
1920 x 1080
9:19pm 22 Jun
Have made some progress the last week or so. Got the pathfinding working pretty good. Added targeting and switching between units.
10:37am 3 Jul
Added engineers, logistics and a BTR type assault vehicle. Implemented a rudimentary "right of way" for units while moving. Added control groups and double-click functionality. Expanded the UI.
12:20pm 3 Jul
The idea is very interesting but the way it mixes block-based positions and smooth move is quite confusing, and I think would lead to weird and unexpected outcomes where one might expect more deterministic outcomes?
Also I see no fighting happening, is that right? For a "battle sim" I think some battling would be a great thing to start modeling sooner than later?
2:56pm 3 Jul
Yes, I'm still fleshing out the movement system and hopefully the end result will be quite a bit less confusing. Big booms are coming! Targeting and firing functionality is there, but sorting out the movement is my main goal right now.
2:26pm 8 Jul
Looks interesting for sure. Agreed with
modelling battle sooner rather than later, since I imagine that's a core part of the fun and would need heaps of tuning.
Based on the vids... I'm curious to feel how it plays, so keen to play a build once you've got something to share.
9:02pm 20 Jul
Updated unit movement. Expanded the shooting mechanics, added the ability to switch between units while targeting. Can also choose how many rounds to fire and which type of ammo to use. Added action points and movement points.
1:09pm 23 Jul
Looks good, reminds me a lot of Close Combat, a lovely game, hope you post a build once the enemy AI is in.
9:17pm 6 Aug
A quick video showing the progress so far. Placed limits on action points and movement points. Increased game tile size. Started adding ways of getting information to the player. Added command points and command UI.
7:16pm 11 Sep
Added 4 static units which can be deployed by the engineers:
for storing and distributing ammo and parts.
stations for damaged vehicles.
launchers for heavy anti-armour.
for long-range engagements.
Am currently working on getting the supply chain mechanics in place, and figuring out a good way to execute how reinforcements are used.
A short-ish video of the current state of the game.
9:31pm 8 Oct
Have got all the base units and structures up and running. All the supply units can now give and receive parts and ammunition. A supply ship is now available that forms the base of the supply chain. Supply ships can unload to depots or logistics trucks which then can be used to extend the chain. Repair stations also repair damaged vehicles when queued to do so. Mortars and TOWs now have a limited firing arc. Tiles can also be highlighted to show unit firing range, passable terrain and tiles that are in supply range.
Next I want to get all the command buttons functioning. The command options are split into two categories; Tactical (Bombing run, missile strike, artillery, surveillance drone and a supply drop)
and Reinforcement ships. Once that's up and running I should have something somewhat playable to post as well.
7:42am 9 Oct
When are we getting a playable build?
10:51am 9 Oct
I'm really hoping to have something playable with my next update. There is still a lot of work that I need to put into the enemy AI and that will take some time. For now I'm making some very basic enemy units that can patrol and shoot at targets when in range but will be quite useful for testing. As soon as that's functioning I'll post up a build to play with.
Also, this is my first real attempt at programming AI and am wondering if anybody here knows of some good books/videos that I should look at to help get me started. I'm actually quite excited to get into it, seems like one hell of a challenge to get it right. Any help would be greatly appreciated!