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879394 Posts in 32976 Topics- by 24364 Members - Latest Member: caraag31

May 24, 2013, 01:38:03 AM
TIGSource ForumsDeveloperFeedbackDevLogsSpaceHero Command
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happymonster
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« Reply #450 on: April 12, 2012, 10:37:00 AM »

Thanks guys!

I've been optimising little bits (where profiling indicated it's slow) and the overall setup time is coming down which is good. I just found out I was doing unnecessary clearing of variables when setting up a map, and even though it only saves a few frames worth of time when removed - it all helps! Smiley

One thing I like with this project is that I can switch between work like this (optimisations), to gameplay programming, engine work or graphics when I get tired of one thing. That seems to help me stay motivated and keep things more interesting.

Sometimes I don't think there is enough interesting things I write about in the Devlog and not enough actual new graphics or features, but I still am developing things very frequently.
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peous
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« Reply #451 on: April 12, 2012, 01:29:14 PM »

Nice you're still motivated Smiley
I think the way you write your work is nice, even if when it's about programming it's quite abstract (even if I'm programmer myself). In fact I don't even know what tech you use ^^
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eigenbom
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« Reply #452 on: April 12, 2012, 01:44:02 PM »

Quote
Sometimes I don't think there is enough interesting things I write about in the Devlog and not enough actual new graphics or features, but I still am developing things very frequently.

Yeh don't worry about that, the most important thing is to keep working on the game. Of course it's nice to see your progress, but don't get distracted trying to devlog too much about it. Smiley
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peous
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« Reply #453 on: April 12, 2012, 02:22:56 PM »

Quote
Sometimes I don't think there is enough interesting things I write about in the Devlog and not enough actual new graphics or features, but I still am developing things very frequently.
Yeh don't worry about that, the most important thing is to keep working on the game. Of course it's nice to see your progress, but don't get distracted trying to devlog too much about it. Smiley
Yes. You are right.
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happymonster
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« Reply #454 on: April 12, 2012, 11:49:49 PM »

Thanks guys! Smiley
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Joshua
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« Reply #455 on: April 13, 2012, 11:45:18 AM »

Your devlog is pretty rad! I'm definitely following along.  Smiley
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Craig Stern
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« Reply #456 on: April 13, 2012, 01:32:52 PM »

Hey, I just wanted to pop in and let you know that I name-dropped this game in an interview I did wth Vinesauce Vidyas on Tuesday (we were talking about X-Com and some of the various new games it inspired). Fair warning: I maaaay have massacred this game's name slightly; I think I called it Space Commander. I did remember your TIGS username, though, so hopefully interested parties can find this devlog anyway. Smiley
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happymonster
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« Reply #457 on: April 13, 2012, 01:41:01 PM »

Ohhh! Thanks..  Cheesy

I've been doing more engine refactoring to make the code a bit tidier and more optimal. This will have the side effect of making it easier to do public demo's in the future.  Tongue
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happymonster
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« Reply #458 on: April 15, 2012, 02:15:42 AM »

How do you shoot?

I'm pondering changing the laser squad/x-com style shooting system from auto-shot, snap-shot and aimed shot to a simpler system. I'm currently thinking of one type of shot (auto-shot for most weapons, with snap-shot style for rifles, rocket launchers, etc..). However you would be able to do more than one 'shot' per turn depending on how many action points you have left.

The reason I'm thinking this is that I think most people used auto-shot with weapons that can fire more than one shot, and also it will make the shooting system a bit easier to represent visually and implement in the GUI.

Any thoughts on this?
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Scut Fabulous
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« Reply #459 on: April 15, 2012, 06:21:48 AM »

The choice of shot styles in X-Com became needless as players crunched the odds and settled on one type of shot for each weapon.  The other options became so rarely used that they could have been deleted without altering the way the game felt.

I think your idea for simplifying shot styles for individual weapons would work fine, and might actually lead to more tactical variety as each soldier will fill a more specific role.

As an alternative suggestion, you could give radically different effects for different shot types.  For instance a snap shot could provide a free move, simulating a unit hustling from cover to cover.  An auto shot could have a low chance of actual damage, but suppresses a target making it easier for other units to outflank it or attack it.
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happymonster
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« Reply #460 on: April 15, 2012, 07:31:23 AM »

Thanks Scut. Smiley

Your suggestion of suppression fire sounds a lot like what's being used in the new X-Com game. I'd need to see how that works in their game to know if I like it or not.

I think I'll see how the single shot type works in testing and go from there..
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Franklins Ghost
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« Reply #461 on: April 15, 2012, 08:02:55 AM »

Also agree and think the one type of shot is the way to go. To much choice can make a game feel cumbersome, especially when you realise which is the preferred shot and pretty much ignore the other options.
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happymonster
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« Reply #462 on: April 17, 2012, 12:21:54 PM »

I've had NO time in the last few days to do much work on the game. Might not have much time the rest of this week too. We will see!  Undecided
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happymonster
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« Reply #463 on: April 18, 2012, 02:14:09 PM »

I've now added in different amounts of bullets for each fire action. For example the default weapon will probably end up firing 3, while rifles and heavy weapons might only fire 1 bullet for each fire action.

Still need to tweak things, but the basic code is working ok. Smiley
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happymonster
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« Reply #464 on: April 20, 2012, 12:03:03 PM »

Tweaked the multiple firing code:

Highlighted movement squares and cursor now fade out at start of firing sequence, and fades back in at the end.

Ammo now counts down as each shot is fired (if you have enough ammo!)

Shots fire quicker if your previous shot has just hit something close (so you don't wait unnecessarily). You can have more than one shot firing at once if there is a long time before your first shot hits something though.

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