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TIGSource ForumsCommunityDevLogsM.I.N.T (Mecha, Infantry, and Tactics)
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Author Topic: M.I.N.T (Mecha, Infantry, and Tactics)  (Read 70424 times)
Gregg Williams
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« Reply #480 on: July 24, 2014, 10:35:16 PM »

Cheers, life is still very hellish right now, so updates/progress is sadly still slow. (Story of 2014)

Still been working on movement interface. This is about final I believe, minus a few animations like the cross hovering, and lit arrow cycling in.

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lai-studioguts
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« Reply #481 on: July 24, 2014, 11:58:16 PM »

WAH! Love tactical games. And you said it will be multiplayer?! Amaze.  My Word!
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Gregg Williams
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« Reply #482 on: July 25, 2014, 01:25:39 AM »

WAH! Love tactical games. And you said it will be multiplayer?! Amaze.  My Word!

Yep, despite perhaps wiser wisdom, I just can't bring myself to make an SP only tactics/strategy game. I like playing against actual intelligent opponents, not eventually just learning how to exploit AI weaknesses and no longer having any challenge. (Which while fun in its own right, starts to be more like a puzzle game IMO.)
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Gregg Williams
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« Reply #483 on: July 27, 2014, 11:26:10 PM »

Pretty happy with this, yet working in backwards movement is being of course painful.

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karlozalb
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« Reply #484 on: July 29, 2014, 10:24:00 PM »

sorry for my ignorance but I really don't understand how that little GUI works  Embarrassed
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Gregg Williams
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« Reply #485 on: July 29, 2014, 11:46:11 PM »

Nah its my bad, for showing a very partial gif. I'll try an post a full system one, or a vid link later today.
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karlozalb
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« Reply #486 on: July 30, 2014, 01:29:17 AM »

Nah its my bad, for showing a very partial gif. I'll try an post a full system one, or a vid link later today.

That would be great!  Beer!
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Gregg Williams
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« Reply #487 on: July 30, 2014, 03:40:39 AM »

There is some smoothing out to do with rotation bits on the client still (Kinda dumb unit rotates back to old facing when hit GO, then rotates, but thats a quick fix.), but this should generally show what is going on.

https://www.youtube.com/embed/eVh8cKPQrCA?vq=hd720;

Basically your able to plot multiple waypoints for pathfinding (giving you explicit control over paths) as well as control final facing direction, or just do facing changes without moving. 
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jctwood
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« Reply #488 on: July 30, 2014, 03:53:07 AM »

So what do the light blue squares represent? A vision cone?
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Gregg Williams
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« Reply #489 on: July 30, 2014, 04:25:53 AM »

So what do the light blue squares represent? A vision cone?
The available movement tile destinations from your current position/waypoint, and with your remaining AP.
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jctwood
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« Reply #490 on: July 30, 2014, 04:26:21 AM »

Ah okay that makes a lot of sense, thanks!
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Christian Knudsen
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« Reply #491 on: July 30, 2014, 06:32:50 AM »

Do both players input their movement commands and then have them execute at the same time? I'm not sure I understand the need for being able to input "waypoints" like this instead of just clicking to move somewhere and having the game show you how many AP that will cost?
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Gregg Williams
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« Reply #492 on: July 30, 2014, 06:57:31 AM »

Do both players input their movement commands and then have them execute at the same time? I'm not sure I understand the need for being able to input "waypoints" like this instead of just clicking to move somewhere and having the game show you how many AP that will cost?

No, MINT is traditional IGOUGO, the waypoint system is all about fine control options and ease of use. The majority of the time you can just click where you want to go, click an end facing if you want a different facing at the end of movement, and hit go. The path that will be traveled is shown as the green tiles, and all is good. Until you decide you don't like the path generated... Perhaps because the automatically generated path is going to move you through enemy overwatch fire for instance (*cough new X-Com*) or over tiles you think mines might be planted in, or through an alleyway that would be a nasty ambush point, etc.

At this point you can choose to just do multiple moves bit by bit to go the actual way you want to, or you can just click the first destination, than the second, etc to create the path you wish to travel along, and then finally hit go and be done with it. Thats what multiple waypoints are about, they let you sculpt the actual path you travel if you don't like something.

If things like overwatch and so forth that can trigger during your turn/movement didn't exist than there would be no problem.

I hope that makes sense.


« Last Edit: July 30, 2014, 07:03:56 AM by Gregg Williams » Logged

Christian Knudsen
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« Reply #493 on: July 30, 2014, 07:38:27 AM »

Ah, okay. So it's optional. Cool.
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Gregg Williams
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« Reply #494 on: September 30, 2014, 10:29:53 PM »

So just to drop an update, August was pure chaos, and my mother finally passed early September. M.I.N.T dev has been put on hold until start of 2015 which will also find me moving to Seattle early Jan/Feb. Kawe and myself are hoping to have a great 2015 with dev, sadly 2014 was just a really bad year for both of us, and not a lot got done.
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rj
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« Reply #495 on: September 30, 2014, 10:58:28 PM »

that's a shame =<

sorry about your mother,
game looks wonderful,
and good luck in 2015

<3
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« Reply #496 on: October 01, 2014, 08:00:54 AM »

Fuck, that interface is so good.
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Conker534
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« Reply #497 on: October 01, 2014, 01:01:44 PM »

good luck with everything man
sorry about your mother
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« Reply #498 on: October 16, 2014, 07:55:23 AM »

Condolences man. Best of luck to you.
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Gregg Williams
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« Reply #499 on: October 17, 2014, 07:32:30 AM »

Sorry guys, after a lot of discussion, both M.I.N.T and Retromite are being shutdown, at least for the foreseeable future. Well unless someone wants to give us a few hundred thousand dollars. Smiley
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