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TIGSource ForumsCommunityDevLogsSuper Battlelands [TBS]
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danieru
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« Reply #80 on: December 16, 2014, 11:52:04 PM »

This week I worked on a couple things.

There were some AI improvements to how the AI picks units. The AI's pricer had been missing a loop. The code would find the unit against which the AI could least counter. Prior to this week the AI would then build that exact unit. Now the AI instead builds the most effective counter unit against said unit. The AI still tries to spend all its money every turn which leads it to buy only low-tier units until late game. That will need to be improved in time.

You can see this behaviour in this playthrough:



That video also shows off our new turn transition banners. I'm curious what people think of the animation speed. I want them to be a bit fast so that no one gets annoyed waiting but are they too fast?

The shoreline animations are something I'm pretty proud of. We have a shader which takes the below texture and generates the video's shoreline animations. I am pretty surprised how well it worked out even from my horrible artistic skills. Just drawing random lines in GIMP gave a half-decent animation.


The shader treats every horizontal pixel as a single frame in the animation. Thus our 1024x1024 texture gives 15 seconds worth of frames at 60FPS.

I also worked on some campaign related features but those are for another update.
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deab
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« Reply #81 on: December 17, 2014, 03:32:19 AM »

Looking good, I think the speed is fine. Always annoying waiting for slow animations to play out for the millionth time. You could consider combining the day display with the team graphic. If the day always advances after one turn for each side, does it even mean anything?
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danieru
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« Reply #82 on: December 17, 2014, 03:54:52 AM »

Looking good, I think the speed is fine. Always annoying waiting for slow animations to play out for the millionth time. You could consider combining the day display with the team graphic. If the day always advances after one turn for each side, does it even mean anything?

Ah good to hear. That "ugh, not this again" is what I wanted to avoid.

The day display actually only progresses once after every team has made a move. The video makes this hard to see because the AI turns last only a fraction of a second at the beginning but later on you can see that the day animation only plays before the Red team's turn.

Merging the displays is still an interesting idea I'll have to consider. I'm not happy with the current day animation, it looks too plain. Merging it with the team transition might compensate for that.
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roboy
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« Reply #83 on: December 17, 2014, 04:11:05 AM »

Looking nice!

I think the wave effect is a bit too big at the moment - where there's a dead end in the terrain - |_| - it looks fairly odd. Perhaps make it a bit smaller so it's all consistent?

Also you're going to need to add some wave effect under the bridges or across them

This is exactly the kind of game I would've loved to have made... I'll definitely play it when it's out Smiley
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danieru
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« Reply #84 on: December 17, 2014, 06:22:54 AM »

Looking nice!

I think the wave effect is a bit too big at the moment - where there's a dead end in the terrain - |_| - it looks fairly odd. Perhaps make it a bit smaller so it's all consistent?

Also you're going to need to add some wave effect under the bridges or across them

This is exactly the kind of game I would've loved to have made... I'll definitely play it when it's out Smiley

Thanks man!

What do you think of this width?



Good point about the bridges. It looks like bridges are not using the new animated ocean tiles. I'll go fix that.
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roboy
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« Reply #85 on: December 17, 2014, 08:17:47 AM »

Looks much better! It's subtle but still gives it a lively effect - looking forward to see what else you guys include Wink
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danieru
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« Reply #86 on: December 17, 2014, 08:43:40 AM »

Thanks Roboy, hope we get the chance to impress you!

Edit: Just fixed the ocean bridges, heres proof =)
« Last Edit: December 17, 2014, 09:14:04 AM by danieru » Logged

danieru
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« Reply #87 on: January 02, 2015, 11:49:46 PM »

Happy new year everyone. Toast Left Let me take this changing of the year to dig up the history behind Super Battlelands.

GoGoWars
Almost two years ago I was working on super battleland's predecessor GoGoWars. GoGoWars was written in the Go programming language with an ncurses like gui. My theory was if all the graphics were simple unicode characters then I could focus on gameplay and AI.





In retrospect the character based graphics had the opposite effect. They were supposed to make the graphics portion of work simple but instead those simple graphics meant even rushed results took significant work. The perlin terrain generation was at first used to place grass but got relegated to placing just lakes.

My bigger lesson learned from GoGoWars was that a proper game architectures is vital to keeping code manageable. My failure here prompted me to enroll in two game focused courses my university had open.


Kart Bounty

Kart Bounty was a arena car fighting game. It turned out horrible. We built this as a group project for one of the university courses. I designed the architecture and that worked out fine but the gameplay has boring. All bullets were physically simulated which forced them to be slow, rare, and hard to land. Instead of combat being fast and chaotic actually hitting anything required pure luck. As a result the team decided to making bullets instant kill  Waaagh!

The lessons from this project were lessons from failure. I learned that good team dynamics are vital. Our team did not have a clear vision nor a leader. The team members were all strong programmers and this hurt us. There were two groups in this course and while our group failed the other group created a decent game with a solid theme and a real difficulty arc. That group had only 1 strong programmer who could dictate technical and gameplay decisions and he acted as the defacto leader.




Mass Driver

This was the second course's project: a homebrew shoot-em-up for the original gameboy. Programming for the gameboy's 1MHz Z80 was pretty limiting but a fun exercise in optimization. This project went fantastic despite everyone on the team being a strong programmer. I handled gameplay programming so stuff like bullets, hit checking, enemys, etc. Nothing significant about the game architecture here, just a large global struct and a fixed time delta game loop.





Early Super Battlelands

A few months after Mass Driver I started work on Super Battlelands. For the first few weeks I focused on graphics and the overall things improved day by day. Important thing to note is that while the visuals changed early on there was no gameplay or simulation. Even when units start appearing there is no logic to their movement.


Day 1: I played around with Three.js's predefined features. Here we've got shadow mapping, bump mapping, "terrain generation", plus a working sun and ocean.


Day 2: We go from a bunch of random rendering features to a game board setup.


Day 3: Buildings and texture-less tanks. The buildings are procedural and show off the shadow mapping which is still enabled.


Day 4: First visuals of the roads. These road spots are the road "seeds" from which roads between cities will be generated. The second university course covered some retro dungeon crawlers which used a similar path generation algo.


Day 5: Progress on that road generation.


Day 6: Roads are now smoothed and rivers we now have river generation.


Day 7: Those tanks are now moving in random directions. This is the point when development switched to gameplay focus. The core game architecture now exists at this point.

Two months after that I created this thread.
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Rebusmind
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« Reply #88 on: January 03, 2015, 05:53:45 AM »

As a fan of Advance Wars this project looks really amazing to me! The graphics and overall style are really appealing. Smiley

One thing I was a bit worried about can be seen in the AI video. Advance Wars had battles that felt tense because you had a very limited amount of units. In the video at one point the whole map is full of units, which makes the turns very long and might destroy the tension after a while, because a unit is not as valuable.
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danieru
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« Reply #89 on: January 03, 2015, 02:48:31 PM »

Awesome, glad you like the aesthetics!

You're right about the unit volume. We hope to improve things by teaching the AI to save up for more powerful units. Right now the map gets filled because the AIs are each racing to buy the most units. This is both bothersome and not an optimal strategy.
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.Uberren
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« Reply #90 on: January 05, 2015, 06:09:53 PM »

Finished up the battle screen fighter planes.



Currently working on some new map tiles Smiley
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Rebusmind
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« Reply #91 on: January 06, 2015, 01:06:52 AM »

They look awesome! Love the little details each one has, really cool designs. Can't wait to see them in action. Do you have working battles in the game yet?
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danieru
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« Reply #92 on: January 06, 2015, 05:58:13 AM »

Not yet! We're using the time while Ren models the high detail units for me to catch up on the code. With that said getting that battlescreen going is pretty tempting  Beg

In other news I got Ren to render out the new fighters in a few glamour shots:





These should be perfect for wallpapers if anyone is interested.
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.Uberren
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« Reply #93 on: January 06, 2015, 07:46:44 PM »

Work in progress for the farm tiles:



Going to start texturing next Smiley
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danieru
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« Reply #94 on: January 07, 2015, 03:05:51 AM »

In play tests with new players I noticed they had a hard time understanding what to do after selecting a unit. Our new movement arrows should help with that.

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.Uberren
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« Reply #95 on: January 07, 2015, 07:08:33 PM »

WIP for the farm textures:

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danieru
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« Reply #96 on: January 08, 2015, 06:41:16 AM »

Next up in our affordance UI itinerary are tip boxes. Now players can tell how terrain types compare defence wise.



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« Reply #97 on: January 08, 2015, 10:40:16 AM »

Mmmh... Look at those gifs, they make my eyes happy! Cool
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.Uberren
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« Reply #98 on: January 08, 2015, 08:52:25 PM »

Glad you like them Smiley

I've done a bit more work on the farm tiles, but they aren't turning out so good so I'm going to redo them.  Here is what they look like at the moment:


Here's a proposed change to layout / scale:


Gonna test them all out in game and then make more changes to them.  Coffee
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Rebusmind
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« Reply #99 on: January 08, 2015, 11:55:01 PM »

Really like the amount of updates here. Keep it up! Smiley
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