Looks nice! One thing I think is a mistake:
It looks like the right side of the bridge is under water with the shore line. But the shadow suggests it's over the water. This is confusing.
Thanks! As a late response, regarding bridge, it is actually supposed to look something like this:
We'll probably redo bridge shadows later on because they do not obey the shadow angle used in the rest of the game, but it's hard to get right because shadows can be at different distances from the bridge (thus need to have different offsets).
Here's a summary of what was being done through March:
1. "Networking engine" of the game was largely rewritten to support more than two players - theoretically up to 128, but practically probably around 16, as this is synchronous multiplayer (thus if one person lags, everyone wait) and direct connections have to be established between all players to minimize latency.
2. Since direct connections without opening ports is a trouble to do with TCP (TCP hole-punching is a very tricky topic), the code was also moved over to UDP with minimal reliability (order/delivery/integrity control) layer over it.
3. Unlinking game from it's original 2-player prototype nature. As all was fine, but then there may be more than two players, and player slots may be left unoccupied (or occupied by AI), and network IDs no longer match up with player IDs because of that... tricky!
4. Scripting API development for the actual game - map scripts will be able to do things ranging from simple stuff like creating and commanding units and to specific things like overriding standard commands or customizing UI. Currently there isn't too much of that, but somehow we're already past half of hundred functions total.
Was trying out 3-player mode with
the artist and
another person today:
[map was based on the 2P version of bridge map before my revisions upon bridge shadows]
Generally things work, but we couldn't actually play much due to internet connection problems on one of the sides. Also the map is very carefully measured to have same distances between bases and resources for all players but then the towers are discovered to be just at the range of each other, thus causing them to shoot each other as soon as the game starts.