.Uberren
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« Reply #140 on: January 27, 2015, 07:52:21 AM » |
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Sorry for the silence, was participating in a game jam over the weekend Working on some text for damage numbers and maybe more:
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Piranha
Level 1
capital z
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« Reply #141 on: January 27, 2015, 09:54:21 AM » |
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the s being the wrong way around is triggering me deeply
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.Uberren
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« Reply #142 on: January 28, 2015, 04:12:03 AM » |
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5orry We're reworking it some more at the moment
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.Uberren
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« Reply #143 on: January 28, 2015, 12:10:49 PM » |
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Did some more changes to the UI text stuff:
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.Uberren
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« Reply #145 on: January 30, 2015, 02:33:51 PM » |
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Another WIP for the battle screen heavy tanks:
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.Uberren
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« Reply #147 on: February 01, 2015, 02:13:58 PM » |
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Here's the Azure heavy tank at the moment:
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.Uberren
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« Reply #148 on: February 02, 2015, 12:22:26 PM » |
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shpen
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« Reply #150 on: February 04, 2015, 08:09:42 PM » |
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I love how you have slightly different designs for every color's units. Really makes it feel more high quality than just repurposing the same model with different textures. Looks great. Keep up the good work!
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Bombini
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« Reply #151 on: February 04, 2015, 11:39:09 PM » |
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I love how you have slightly different designs for every color's units. Really makes it feel more high quality than just repurposing the same model with different textures.
Totally agree and i also wanted to mention that they look very nice!
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.Uberren
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« Reply #152 on: February 05, 2015, 04:11:44 AM » |
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Ohh, thanks so much I'm glad you like them.
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danieru
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« Reply #153 on: February 05, 2015, 07:16:31 AM » |
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Yeah people like the tanks Code stuff has been just bug fixing. The AI no longer only buys infantry. Stuff like that. I am rewriting the camera to support cancel-able transitions. I want the bird's eye view to be on a button. As the player presses the button the camera will transition to the bird's eye view, when the player releases the button the camera will roll back the transition.
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Bombini
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« Reply #155 on: February 06, 2015, 10:11:57 AM » |
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The helmet of the small guy looks a bit like a fireman helmet
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danieru
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« Reply #157 on: February 07, 2015, 06:13:36 AM » |
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I made a video update to show off the current state of single player: https://www.youtube.com/watch?v=59GVRpElF-Q
It took me all day and I feel kind of bad about that. A few hours were spent installing and setting up the recorder software. The rest was spent doing multiple takes and building up my nerves. Maybe next time will be faster
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danieru
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« Reply #158 on: February 08, 2015, 01:48:49 AM » |
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So today I decided I'm not happy with the AI. It came to mind from this Extra Credits video (
) that a TBS about matches an RTS in complexity. That same video makes the argument that an RTS is the hardest genre to prove viable.
I just spend a over a week working on the unit buying logic and as you can see in my demo video the AI still does stupid shit like spend all its money on a tank. I cannot even explain how the code decided to do that. The code should have noticed how many infantry were on the field and bought infantry counter choices.
Then the AI just left the tank sitting there. Again, the code would suggest the AI should be moving units towards the enemy's HQ. Instead the tank only moved when I brought units in range.
I can hope the AI will magically improve with some extra number crunching but if it doesn't I'm in trouble. A bad AI in a TBS like SB ruins the fun. SB is about starting off on equal footing and out smarting the computer. Out smarting a brick isn't going to give much satisfaction.
So full warning: features may get cut to make room for more AI development.
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.Uberren
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« Reply #159 on: February 09, 2015, 07:56:13 AM » |
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Put all the heavy tanks together:
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