ive been working on this for a while now and decided i might as well give a preveiw for anyone that cares to check it out, keep in mind that im still working exclusively on the engine and havent had alot of time for graphics.
How to play:
controls: drag a box over any blue units to control them, press the blue button then a location to move them, do the same with the red button for attack move, the two buttons on the far right switch the game between selectmode for commanding units, and mapmode for moving the map
Some units have a build menu in leu of move or attack controls, some have normal controls and a button to access thei build menu, these menus are used to produce units or structures
The current version has a fairly large enemy base positioned to the right of yours, it will be difficult to take down with normal troops, however, i have provided you with a high level hero that can make short work of it, dont worry, the hero wont normally be that strong, i just put him in like that to make testing a little easier
What Im Working On:
sound[in PROGRESS]
waypoints[DONE]
-build unit requirement need to be quantifiable[DONE]
Tutorial level[2/3]
-Objectives[DONE]
-Sounds
When this list is done, ill be moving to Beta
terrain remake
pathfinding/pathblocking
intelligence in enemy units, i want them to actively build bases and prepare units to attack you
MiniMap to veiw a smaller version of the entire map
Menu
Updated graphics are being added somewhat regularly
current bugs: 4
spawned units do not accept targets properly[FIXED]
when units being shot at are affected by anticlustrering, they cannot be hit[Probably FIXED]
[MAJOR]units can only be selected when drawing a selection box from the top left[FIXED]
leveling your 4th skill as hero while it is active will cause a larger than normal drop in health at its end
Units become unselected upon moving
Sight range on terrain shows up on the opposite side of the map if a unit is close the the left or right edge [unimportant due to impending terrain remake]
accessing the level menu will almost always cause a skill to be activated on exit[FIXED]
Enemy units often use the wrong death/selected image[Should be FIXED]
[MINOR]You can still Move off of the edge of the map(moving off the top or bottom edges will cause crash due to FOW)
[MINOR]The targetted abilities dont update with the map, this causes them to remain staionary on the screen[FIXED]
things you can do to help:
Comment on balance of units, what should be done next, what would make this game awesome, etc
important:
Before installing the version i just released 1-24-10/1-25-10
you will want to uninstall the previous version as this one has its own Guid and will NOT install over the old copy
haha, sorry about that, at the moment its just a general real time strategy engine, im not sure what theme im going to build it around, but ill get to that once the engine is finished
at the moment, you control any blue units that spawn, four randomly teamed units will spawn in random locations, if they are close enough to each other, they will shoot each other until one or both die, any round units are infantry, any rectangles are tanks, the units will change movespeeed when going over different types of terrain, i think that about sums it up
Oh, ok, I some what get it now. You could make it into a really good game. You just have to really work on the UI and some better graphics. It's kinda hard to tell whats happening on the screen because everything blends. Maybe try making the units bigger as well.
I was thinking maybe he could make a variation of the game, and the controls wouldn't be so hard. Touchpad for cursor, d-pad for seleecting things and the play and center buttons for whatever.
i might be able to do something with different controls, but it would have to wait until i get alot farther on, or i would end up with 2 different projects
I was wondering. Do the different units have stats? How do the different units varry in power?
at the moment the different units have an hp, a movespeed, an attack damage, and an unused variable for stealth, this is all determined by a variablefor type right now, type 0 is infantry, type 1 is tank
at the moment the different units have an hp, a movespeed, an attack damage, and an unused variable for stealth, this is all determined by a variablefor type right now, type 0 is infantry, type 1 is tank
Awesome. are you going to implment more units? What about a way to power up units? (Sorry for all the questions) This could end up being really awesome and I just want to try to help you make it as good as you can.
Awesome. are you going to implment more units? What about a way to power up units? (Sorry for all the questions) This could end up being really awesome and I just want to try to help you make it as good as you can.
i am planning on making many more unit types, but at the moment, im working on getting out the three bugs i have right now, then ill be working on a system to make the terrain look amazing, im excited about that one xo ill tell you about it
im going to have each piece of terrain detect what kind of terrain it is next to, then load an image that blends with that terrain that way it wont look all boxy
anyway, after that i have to tackle pathfinding somehow
i am planning on making many more unit types, but at the moment, im working on getting out the three bugs i have right now, then ill be working on a system to make the terrain look amazing, im excited about that one xo ill tell you about it
im going to have each piece of terrain detect what kind of terrain it is next to, then load an image that blends with that terrain that way it wont look all boxy
anyway, after that i have to tackle pathfinding somehow
I think that will Make it a lot easier on the eyes. It will really be awesome. For other unit types you need some type of a raged unit, two melee units, a tank unit, some type of flying unit, and f water will be a part of this, some type of unit that does well in water.
Hmm, For pathfinding you should do a + and - movement system. So like a unit has X amount of movement well is on normal ground. Then when they are in a forest they get - or + movement for being there. Then some units could have benefits for being places. Like a ranged unit could get more attack and movement for being in the forest.
I have a lot of good ideas for this, If you want to hear more drop me a PM.
I think that will Make it a lot easier on the eyes. It will really be awesome. For other unit types you need some type of a raged unit, two melee units, a tank unit, some type of flying unit, and f water will be a part of this, some type of unit that does well in water.
Hmm, For pathfinding you should do a + and - movement system. So like a unit has X amount of movement well is on normal ground. Then when they are in a forest they get - or + movement for being there. Then some units could have benefits for being places. Like a ranged unit could get more attack and movement for being in the forest.
I have a lot of good ideas for this, If you want to hear more drop me a PM.
ahh, i already have that with terrain, the units detect mountain/road/plain/grass and adjust speed accordingly, what i mean by pathfinding is that i want to incorporate uncrossable terrain for land units, meaning i need the units to intelligently be able to find their own path to a location, rather than just walk into walls
ahh, i already have that with terrain, the units detect mountain/road/plain/grass and adjust speed accordingly, what i mean by pathfinding is that i want to incorporate uncrossable terrain for land units, meaning i need the units to intelligently be able to find their own path to a location, rather than just walk into walls
Oh, ok. that makes sense. You should also make it autofind the quickest path(If you don't already have that) What about the other units?
ahh, i already have that with terrain, the units detect mountain/road/plain/grass and adjust speed accordingly, what i mean by pathfinding is that i want to incorporate uncrossable terrain for land units, meaning i need the units to intelligently be able to find their own path to a location, rather than just walk into walls