Reesy
Certified Guru
Looks good, keep up the good work.
Geuben said:UPDATE
So, ive finished uni for the summer and after moving back home, unpacking etc, i finally got around to doing a bit more work on the game. 3 new things have been implemented
1. Increased map sizes. The maps are now 2 screens by 2 screens, and can easily be made bigger (by changing a variable). Scrolling etc has all be done too.
2. Minimap, pretty straight forward, a minimap has been created. This shows the terrain and the buildings. should it show units?
And the big one!
3. AI....well sort of
I've had a bash and creating an AI, its very primative and methodical. At the moment it only works for one units type. You can see a video of 2 AI's battling below. Note - the video is as 2x speed, as it takes 10mins for the battle to finish otherwise.
AI vs AI Video
Hope you like the progress.
Geuben
As far I could see with my poor 56K Modem, it looked promising. You even had time for coding "Cutscene" Battle-Views? Nice Feature but of course I would prefer a option to disable it for fast-gaming.
Graphics are nice and the "overall style" fits. I could imagine a (smaller?) semi-transparent On-Screen-Display and a slightly fast/quick fading-effect when the OSD changes it's position. So the swichting between top and bottom is not so a "hard plopping" anymore.
Minimap could be done like in the original AW Series, with Units (blinking) visible, maybe optional.
AI? Maybe you could use a good Chess AI? ^_^ Or just code a AI that learns while playing against itself and so the AI improves itself "over night"?
I know what you mean, when I started working on it again, I was already envisioning a pandora version with wireless multiplayer etc...as I have no idea what the NET code is like in fenix and have never programmed a multiplayer game before i think thats getting a bit ahead of myselfTaG said:Looking good. I really hope you make a version for Pandora in due course.
And nice sprites too, Pixitu.
You know a game excites you when your imagination gets working: Multi-player wireless, maybe online (TINXL). Design and share maps and challenge others to beat the machine. OK I'll stop now.
Geuben said:I know what you mean, when I started working on it again, I was already envisioning a pandora version with wireless multiplayer etc...as I have no idea what the NET code is like in fenix and have never programmed a multiplayer game before i think thats getting a bit ahead of myself
By the time Pandora is with us you will have sussed this version and be looking for the multi-player challenge.
(Well thats what happens in my dimension...)
I hope . I have some ideas for my next game already though. It'll be completly different to this. Think I might do some more work on it now, going to try and tweak the path finding function so that I can call multiple instances of it to hopefully speed up the AI.TaG said:By the time Pandora is with us you will have sussed this version and be looking for the multi-player challenge.
(Well thats what happens in my dimension...)
Right. In AW2 there are interesting CO Powers fuel-releated:Manjuu said:EDIT: - Planes consume 5 fuel per turn, helicopters consume 2 fuel per turn, ships & unsubmerged submarine consume 1 fuel per turn, and submerged submarine consume 5 per turn.
NO!, we want betas and demos. So get cracking...Geuben said:Hope that keeps some of you happy and retains your interest.
Geuben
in AW (1+2):Geuben said:1. Transports.
I've put in a simple APC transport, that can pick up an infantry unit from the squares immediatly up down left right of it, move and unload the unit to a moveable square up down left or right of the APC...thats right isnt it?
So long as that code is right, i can pretty simply copy it for the Chinook and Boat transports...although im not sure which transports can carry vehicles and I definatly remember APC's carrying multiple units. How many units can they carry, do some units take up more space than others?
NO Barracks. Factories for each ground Unit, Docks for Ships and Subs and Airports for Aircrafts of course. If you want to include Walls and stationary Canons, maybe there could be another Factory but I'm not sure.Geuben said:2. Factories
Today i coded a simple factory, at the moment it just builds infantry and their free, i still need to implement a menu for the factory so you can decide which unit to build etc. Is there Factories, Airports and Docks? no barracks (i.e infantry are made at the factory)? Also, units you build are only avaliable on your next turn...right?
I would post some screenshots but theres nothing new to see. the APC can be seen in an earlier post and the Factory is simply just a slightly modified building at the moment.
Hope that keeps some of you happy and retains your interest.