Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411423 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 19, 2024, 01:17:38 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsBombs and Bullets - a 2D RTS inspired by Command and Conquer
Pages: 1 2 3 [4] 5 6
Print
Author Topic: Bombs and Bullets - a 2D RTS inspired by Command and Conquer  (Read 16905 times)
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« 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
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« 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
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« 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
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« 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
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« 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
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« 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
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« 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


Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« 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
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #68 on: August 22, 2022, 05:02:00 AM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ map count: 103
+ workflow for generation of wilderness maps finalized for now
+ added support for folders in the maps/world folder to help with organization
+ Fixed bugs and problems in workflow to properly import node / town names and their populations
+ Added another functions that forces generation of entities regardless if tiles are slanted or not
+ Work switching pathfinding over to flowmaps has begun. This might take 2 months to do. Yikes. (pictured)
- This should significantly improve the pathfinding speed, especially for more complicated maps.
+ Added a system for flowmaps that blocks some or all units for traversing if there is an overpass that is too low. (pictured)
+ Fixed some minor bugs and tweaked UI a bit.
+ Resuming decal work for roads.
+ All core features for version 0.07 and 0.075 have been completed. Just need to hunt bugs, grind maps, and finish decals.
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #69 on: August 29, 2022, 04:37:52 AM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Remade the 6 maps of Crete using the new workflow but with roads. Looks cool, but the roads are still a bit weird.
+ map count: 109
+ Made significant progress with road decal generation. Redid all the road decals too. (see progress in pic)
- Gonna improve the road decal design and better normals at a later date.
+ Added a really cool debugger for road tiles and other decal work.
+ Work with switching pathfinding over to flowmaps continues. Progress is good, but might need another 2 months or so.
+ Outputted version 0.07 for release, but there's a bug with the release build, so we need to iron that out first.
+ With luck, release of 0.07 this week.
+ 0.075, which will just be bug fixes and more maps, may or may not happen.
+ YouTube channel soundtrack playlist is here:


+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #70 on: September 01, 2022, 06:14:17 AM »

Version 0.07 has been released!

This release brings various features related to tiles, maps and map generation.

These include:



Over 100 maps in-game now. Most are Arctic Tundra but there are 6 of the island of Crete.



Due to the massive amount of maps, it's best to select the map you want via the world map.



Added the Arctic and Tundra biomes. Biomes have certain sets of tiles, vegetation and tinting.



We've added new water effects which are much better than the janky 12 frame tile animations we used to have.



We've added roads and vegetation to maps. The roads are generated from real roadmaps and *somewhat* reflects reality.

Anyhow, feel free to download the update now and try it out.

The next update will focus on rejigging path-finding again, which will hopefully improve object avoidance and prevent vehicles from getting stuck and also fixing the massive lag spikes that occur when the pathing map changes when the terrain is edited.

We also might have a 0.075 update where I split off the maps into a separate map pack as I generate truly insane amounts of maps. Might happen might now. Depends on how the planets are aligned.

Cheers, C.Rad
Logged
Alain
Level 10
*****



View Profile WWW
« Reply #71 on: September 01, 2022, 11:41:22 PM »

Awesom update, thanks for sharing it with us. Looking forward to the the other biomes!
Logged

Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #72 on: September 03, 2022, 02:25:34 AM »

Awesom update, thanks for sharing it with us. Looking forward to the the other biomes!

Thanks mate. Visual improvements and number of assets will naturally progress with each release, It's more the gameplay type things I'm looking forward to push out, especially enemy AI.
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #73 on: September 05, 2022, 02:25:35 AM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ VERSION 0.07 RELEASED!
+ Check it out here: https://balancedbreakfast.itch.io/bombs-and-bullets/devlog/422553/bombs-and-bullets-version-007-released
+ Flow map work continues
+ We now have pathing object avoidance in-game in its simplest form
+ Fixed a bug with automatic LoD generation
+ Gonna restart asset production soon, including vegetation for different biomes
+ Work with switching pathfinding over to flowmaps continues. Progress is good, but might need another month or so
+ 0.075, which will just be bug fixes and more maps, may or may not happen
+ YouTube channel soundtrack playlist is here:


+ Version 0.07 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
Logged
Alain
Level 10
*****



View Profile WWW
« Reply #74 on: September 06, 2022, 04:45:04 AM »

Love the gif, brings back memories from trying to run over soldiers in C&C Smiley
Logged

Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #75 on: September 14, 2022, 11:21:03 PM »

Love the gif, brings back memories from trying to run over soldiers in C&C Smiley

Thanks mate. Yeah, the visuals are getting there. Currently a lot of functionality and the game feel is not quite there yet, but we're committed to getting it right.

We really want to get computer AI in by the end of the year, then we will have something that is much more playable.
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #76 on: September 14, 2022, 11:21:58 PM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ VERSION 0.07 RELEASED!
+ Check it out here: https://balancedbreakfast.itch.io/bombs-and-bullets/devlog/422553/bombs-and-bullets-version-007-released
+ Flow map work continues
+ Adding flocking with flow fields to fix clumping of groups of units
+ Fully restored pathfinding with flow fields to work with bridges and tunnels (vid)
+ We now have pathing object avoidance in-game in its simplest form
+ Concept art for generic faction secretaries for all other nations started
+ Started sketching out some concepts for newer building designs.
- The current vehicle depot's function will be split into three separate buildings in future
- I'm heckn' sick so not much progress from me
+ YouTube channel soundtrack playlist is here:


+ Version 0.07 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #77 on: September 18, 2022, 11:13:29 PM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Flow map work continues
+ Basic group movement function added
- This prevents clumping of units moving to the same destination
- This is different from flocking, not even sure we're going to add that right now
+ Looking into new object avoidance and physics library, might add that in to increase pathing speed and object avoidance quality
- Encountering some problems with the current system, so we're probably gonna ditch it in favor of this one where the units all have circular hitboxes instead of rectangles
+ Started character design for generic faction secretaries
+ Started doing concepts for some new buildings
+ YouTube channel soundtrack playlist is here:


+ Version 0.07 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
- For those that would like to use the AGDG recap, its here: http://recap.agdg.io/
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #78 on: September 25, 2022, 06:04:03 PM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Flow map work continues
+ Added a repulsive force and basic physics for all units that prevent units from overlapping
- This physics based system seems to be a far easier form of object avoidance than something that is actually dynamic
+ Destination formations are back in (vid)
- There's some jittering that we need to solve, probably by adding some rotational dampening
+ Formations can be made from a mix of entitles of different sizes and they will adjust automatically according to size
- Flow maps and movement are quite the pickle, we're trying to get it to run well with a hundred plus units, but it's a struggle
- Will likely have to limit selection sizes or reduce unit count to achieve smooth gamefeel.
+ YouTube channel soundtrack playlist is here:


+ Version 0.07 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
Logged
Commander Rad
Level 0
***

Salutations! I am Commander Rad


View Profile WWW
« Reply #79 on: October 02, 2022, 08:54:42 PM »


:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Flow map work continues, doing a lot of tests with flow maps.
+ Modeling of new structures and vehicles continues.
+ Due to constraints with path finding and player complaints of the maps being too big, gonna shrink map size down a bit.
+ Due to maps being shrunk, size of airfields being too big, and difficulty of getting fixed-wing aircraft to work right, we're going to ditch fixed-wing aircraft for now.
+ We might have aircraft as summonable powers like in CnC Generals.
+ Ships and naval forces will be put aside for a while, but will return later once we get things right.
+ Helicopters will remain, they vibe with the new map sizes and gameplay pretty well.
+ Generic faction secretaries designs completed. We can now mix-and-match hats, uniforms, hairstyles and colors for a huge amount of variety. (pic)
+ The goal is to have little campaigns available for all nations, and potentially some large armed groups as well.
+ YouTube channel soundtrack playlist is here:


+ Version 0.07 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
Logged
Pages: 1 2 3 [4] 5 6
Print
Jump to:  

Theme orange-lt created by panic