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1402163 Posts in 68045 Topics- by 61639 Members - Latest Member: pevogames

August 18, 2022, 06:40:51 PM

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TIGSource ForumsCommunityDevLogsBombs and Bullets - a 2D RTS inspired by Command and Conquer
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Author Topic: Bombs and Bullets - a 2D RTS inspired by Command and Conquer  (Read 6447 times)
Commander Rad
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« Reply #60 on: June 29, 2022, 12:11:02 AM »

Version 0.06 has been released!

This release brings about an overhaul of the UI in-game.

These include:



The world map for selecting maps based in real-world locations.



Faction info menu when picking a faction.



A full overhaul of the sidebar menu.



Improved construction countdown timers.



Control groups. Set by Ctrl + a number, selected by that number.



Display for troops loaded into vehicles.



Troops in a vehicles can be ordered out individually.



Drivers of vehicles can also be ordered out.



A new ledger menu was added, for more detailed information display.



The ledger menu also contains a full tech tree for the faction.

Feel free to download this update now, here: https://balancedbreakfast.itch.io/bombs-and-bullets

Our next update will focus on the map as well as map generation.

As always, a click, download, like, comment, share, purchase or donation is highly appreciated!

Cheers, C.Rad
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Commander Rad
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« Reply #61 on: July 04, 2022, 03:41:15 AM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Next version is tile and map focused
+ 3D tiles more or less finalized, more tile textures for more tile types continues
+ Seamless tile textures are implemented
+ Seamless tile texture transitions are also in (pic)
- Some restrictions in how many different types of tiles can exist in a single chunk of the map, which is 15x15 tiles
- If there are too many types of tile textures in a chunk, a checker marks it out with red boxes in the map editor
+ Map generation now uses QGIS, which can output heightmaps and roadmaps at the correct scale. This reduces many processing steps
+ Roadmaps from QGIS are pixel-perfect but still require some processing and additional functions in map generation before they can be used
- Map generation using tangram heightmapper and literal screen grabs of Google maps roads has been binned
+ With batch processing, generation of base maps for all landmasses on Earth is achievable
- Currently have 316 maps in the docket, ready for further processing and testing
+ Now that tiles are a little more fleshed out, work for specific biomes can begin
+ Automatic node generation is in the works. These will help the AI navigate as well as automatically set start positions, resources, and map exit points
+ Lots of changes to the data editor with regards to the tile data
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
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Commander Rad
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« Reply #62 on: July 10, 2022, 06:50:36 PM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ 3D tiles with seamless textures are in
+ Textures transition seamlessly
+ Texture LoD is in
+ Water is in, can be animated and can also transition seamlessly between different types of water
- Looks weird and is way too bright, will tweak later.
+ New grass and tile-linked objects are in.
- Grass is too dark and blurred for some reason will tweak later.
+ Lots of changes to the tile data structure to support the new texture, water, and grass systems.
+ Hammered out how tile decals work, which will be helpful for road generation.
+ Exploring what types of tiles are needed for certain biomes for map generation.
+ Really trying to solve road generation using raster maps extracted from QGIS and Open Street Maps.
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
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Commander Rad
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« Reply #63 on: July 17, 2022, 06:40:25 PM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Water height-based rendering added, shallow water, nearer to the shore, is more transparent, while deeper water, is more opaque. (pic)
+ Multiple types of water can exist on a single map (pic)
- however, due to rendering issues, two different types of water textures can not be adjacent because there can't be transition.
+ Props (which are 2D) can now rest in water (a 3d plane) and be correctly obscured by each other (pic)
+ Tiles and water will have metalness and smoothness values (not textures) added. They have color and normal textures.
+ Tile props, which is grass at the moment, has been fixed and can co-exist with water. (pic)
- Yes, the current grass is ugly, that will be fixed once the workload tapers off a bit.
+ Tile height-based tinting added. (pic)
+ Basic functionality for tile decals added. This will be used for roads, blood, craters and other things (pic)
+ Map nodes, which players and AI will fight over and interact with, have been created.
+ Map node batch import function added.
+ Stat editor updated to accommodate these various editions.
+ Road tile generation workflow has been completed.
+ Road tile decal work has begun.
+ Hammered out how tile decals work, which will be helpful for road generation.
+ Exploring what types of tiles are needed for certain biomes for map generation.
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
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Commander Rad
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« Reply #64 on: July 25, 2022, 02:30:29 AM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Road tile decal set approaches finalization, normals are done as well
+ Road tileset rejigged to be rotated by 45 degrees instead of only 90 degrees. Reducing the tile count a bit. (pic)
+ Tile decal UVs shrunk so that the textures could be rotated 45 degrees
+Tile transitions improved
+ Node csv importer completed, which also functions for any entities
+ Node csv import functions added to both the map creation and map editor interfaces
+ Node csv import condition functions added. When placing nodes, it can detect what type of tile its on and place the correct node accordingly.
+ Map creation issue where tile types are limited to 4 in each chunk fixed
+ Tile and tile decal roughness and metalness values added. This takes place of roughness and metalness texture maps.
+ Exploring what types of tiles are needed for certain biomes for map generation.
+ Gonna start pumping out maps like crazy soon.
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
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Commander Rad
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« Reply #65 on: July 31, 2022, 11:53:53 PM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Make maker decal import is implemented.
+ Roadmaps can now be resolved and imported as decals  has been implemented.
- The implementation of the roadmap resolution means that the road decal tiles will likely need to remade.
- There's a method that literally yields all possible arrangements of the road, so we'll just make all possible variants.
+ Map node import csv now has text portion separated out as a i18n file. This will help with adding languages in future, and mirrors our UI work.
+ Map importer can now read text and data attached to specific nodes.
- Some nodes on maps will have town names and population attached to them, which will affect AI behavior and gameplay in future.
+ Conditions can be set in map node csv so that standard sets of map nodes can be generated for maps.
+ Biomes introduced, a biome is just a standard set of instructions for the heightmap to tilemap generation process.
+ Arctic biome created
+ 316 maps, mostly in the Greenland, Nunavut, Franz Josef Land and Severnaya Zemlya.
- These maps are all desolate arctic maps, so is a good set for a test of map creation nodes, biomes, and batch processing.
+ The massive volume of future maps will require a separate map pack.
+ The core game in future will mainly contain maps with towns and such and less complete wilderness.
+ Most core functions for 0.07 and even 0.075 have been implemented. Which is 1 month ahead of schedule.
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
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Commander Rad
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« Reply #66 on: August 08, 2022, 12:10:39 AM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ New tool that allows customization of UVs for tiles within the editor. This helps making the tile decals easier
- Gonna leave decal and road work to the side while I finish working on biomes and world map generation
+ Expanded the csv import functions to add some map data for the map generator. (vid)
+ With the import functions, the csvs, plus the heightmap, tilemap and roadmap, the task of generating world maps is very fast per map.
+ The ultimate goal is to create enough maps to cover the ENTIRE world.
- Should amount to less than 75k maps. Most of these are wilderness, and will be included in a separate map pack.
+ Open map folder feature has been added to support future map pack implementation.
+ Bug with height-based tile tinting has been fixed.
+ World map can now accommodate maps that are multiple long-lat grid squares. (vid)
- This is needed for the arctic, but also for maps with thin shorelines that need to be combined with an adjacent map.
+ Named map nodes (towns, military outposts, etc.) can be displayed in-game and edited in the map editor
+ A generated map_info.csv file will insure that all maps have a unique name and unique map description.
+ All core features for version 0.07 and 0.075 have been completed. Just needs to fix bugs and grind out some maps.
+ Work on version 0.08, which revolves around changing the whole navigation system to flow maps, has begun.
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets


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Commander Rad
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Salutations! I am Commander Rad


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« Reply #67 on: August 14, 2022, 08:52:45 PM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Streamlining map generation workflow. Created about 37 maps in 2 hours, but they're all wilderness.
- Per-map creation efficient will rise greatly as we move into the North American and Eurasian mainland. Coastal maps take more work.
- The Ultimate goal is to create maps covering the entire world.
+ Gonna finish up this round of map creation and go fix the decals next.
+ Two biomes created, Tundra and Polar. 0.07 will only have these two on top of the default one.
+ Map entities import function can now have conditions like 'don't place when tile is water'.
+ Per map map tinting function added. Adds a little bit of visual variety.
+ Bugged the Love2D devs to fix a problem with the .dds file format. They finally said they'd fix it in the next version.
+ All core features for version 0.07 and 0.075 have been completed. Just needs to fix bugs and grind out some maps.
+ Work on version 0.08, which revolves around changing the whole navigation system to flow maps, has begun.
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
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