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Showing posts with label RTS-X. Show all posts
Showing posts with label RTS-X. Show all posts

Thursday, 30 June 2011

RTS-X Development Update (Tech Tree... Again)

Exciting, exciting! Things in the art department are finally moving! And as a result I have this exquisite screenshot to show.


Ok, this is the same tech tree I showed in the previous update. The functionality remain the same, the newly added icon are the only addition here. All in all, a very small update to be honest. But at least some real art work at long last. Ognjen, an artist I corresponded on unity cummunity has made me this as part of an code art exchange deal. I'm very impressed to by the creativity and the amount of detail he put into these icon. I certainly hope we could work up more deals in the future.

Friday, 24 June 2011

RTS-X Development Update (New Tech Tree)

Yes this is an regular post regarding the mini RTS I've been working on and I've decided to name it as "RTS-X" for the time being until It is worthy of an epic name. Or until I can be bother to think one.

Noticed It's been slow on the update lately. Due to various reason, university commitment and other free-lance jobs etc... If only I could get a sponsor to support me working full time on this. But hey, at least the development is still going on, whenever I find time. I have been working on a rather big design feature and I think it's about time I do a new update on the blog and shed some light on the things I've been working on.

Behold, a brand new comprehensive multi-discipline tech-tree. The idea is very similar to the talent-tree or skill-tree found in most RPG. You can upgrade your tech in a semi-linear fashion and there are three different discipline to specialised in. The three discipline are command abilities, units and towers. You can invest command-point in either of this discipline to boost your combat ability in each corresponding discipline. Command-point can be gained by performing action in battle, deploy a unit, kill an enemy etc. (subject to change, this is still a WIP)

Here's some screenies. 


I know I'm still using the old icon and all the upgrade looks the same. But these are just place holders until I get some real icon for each upgrade. Hence the two screenies that show each icon represent different tech with different prerequisite and description. I'm desperately in need of getting someone to draw some decent icon for me. If you like to help, please contact me. You can reach me at my email: k.songtan@gmail.com

Here's more detail about the tech:

Command Abilities:
A tech discipline specialised in enhancing the player ability in using command ability. Upgrade in this discipline to increase command ability efficiency and unlock more powerful ability. Example upgradable Tech:
  • Energy Generator - Increase the energy regeneration rate by X per sec for every level upgraded. (require 3 command-points in Command Abilities Discipline)
  • Artillery Barrage - A series of concentrated artillery shells. Each shell causes X aoe damage. X is increase for every level upgraded. (require 12 command-point in Command Abilities Discipline)
  • Intense Shelling - Increase artillery shells number of Artillery Barrage by each level upgraded. (require 12 command-points in Command Abilities Discipline and Artillery Barrage)

Units:
A tech discipline for player who wants to empower their unit. Spending command point in these upgrades makes the units more powerful as well as enabled other strategic perk the benefit usage of units in battle field.  So the old system where each unit has individual upgrades is still in place. The ultimate Bonus, you might be able to unlock a super unit or two if you dig deep into this tree! Example upgradable Tech:

  • Mass Production - Reduce the resource cost require to deploy unit for every level upgraded. (require 12 command-point in Units Discipline)
  • Demolisher -  Increase hp, damage and damage bonus against tower for every level upgraded. (require 8 command-point in Units Discipline)
  • Over-Charger - Unit has a chance to score a hit which cause double damage. (require 6 command-point in Units Discipline)

Towers:
Tower upgrade equivalent of unit discipline. No example upgradable tech on this one. real sorry. I'll save it until I reveal how the towers work in the game.




Monday, 6 June 2011

RTS-X Development Update: Command Abilties


New feature - Command abilities has been added into the game. Command abilities is a series of powerful abilities that can be used anytime to alter the tide of the battle. Current abilities include:
  • Particle Canon: A very high speed projectile based satellite canon that could cause tremendous damage in a concentrated area.
  • Ion Canon: A satellite fired, high damage, energy beam that would burn anything in its path. The beam can sweep along a path and even change direction while being fired!
  • Artillery Barrage: A series of artillery shelling on an area that would cause widespread damage
  • EMF Shockwave: Generate a EMF shockwave that disable and slightly damage all mechanical device within a big area temporarily. 
The usage of command ability required energy. A renewable resource that is constantly being charged. Like always, here's a link to try out the new feature, along with the units with new path finding algorithm.


The listed abilities below are those that currently implemented, there will be more as the development goes. Expect the next update to include command abilities relevant tech upgrades.

Thursday, 19 May 2011

RTS-X Development Update: Path-Finding

Been busy with lots of stuff recently.

I've realised that the pathfinding hasn't really work in more complex environment. Which is certainly something I plan to have down the line. So I've been spending a great deal of time researching pathfinding especially A* algorithm.

So following that I set on reworking the unit pathfinding. After many hours I've manage to put on a modified, light weight  A* algorithm. I'm quite pleased with it although there might be more tweaking to be done. Here's a screenshot of the algorithm in action, the line of green dots indicate the waypoints or path calculated.


It's quite difficult to make the algorithm light enough not to put a strain on the system resource considering there are many active unit on screen constantly performing the search. Must say I've been tempted to use some readily written unity pathfinding algorithm. Anyhow I'm learning about how to manipulate the mesh and stuff so probably in the future I will replace the current navigation grid with a navmesh.

Friday, 13 May 2011

RTS-X Development Update (Unit Upgrade Demo)

A lastest development report of my unnamed RTS project. Hmm, perhaps I should give it a name.

In short, here the stuff I've implemented since last update:

  • AI is now in place. You can expect in the final build each time you fight them they will employ different strategy. Unfortunately I can't demonstrate them just yet.
  • All GUI elements are now in place. The GUI and control scheme are almost finalised. Except all the icons for button, which are still place-holder until the finalised icon is drawn.
  • All units/towers are now upgradable, each with multiple levels of core upgrade and one unique ability that reflect their strategic role. I'll add even more upgrade in the future.
  • A prototype base structure that placed at the spawn point of each side. A game objective so to speak. Destroy enemy's base and you are victorious

So basically almost all the core gameplay element are in place. The rest are the visual aspect of the game. which is what I'm working on now. Of course, The path-finding can still use some work. The unit do get stucked from time to time for various reason.

Here's a lastest demo I put together to show some of the recent progress. There are no tower in this demo yet, I meant to save them for a late surprise.


This demo features:
  • all available unit in current development.
  • all the relavant upgrades of the units.
  • tooltip that gives you insight about the strategic element of the game.
  • AI with easy/moderate difficulty.
The power balance of the units and upgrade haven't been tested thoroughly. Therefore any feedback is welcome.

Thursday, 5 May 2011

RTS-X Development Update (Unit Demo)

I've decided that it's time to put up a demo demonstrating the units in action.


For the sake for demo, both side will simply deploy whatever that is clicked by the user.

Wednesday, 4 May 2011

RTS-X Update 4th May 2011

Some progress report on the development.

I've decided to change the theme of the game to sc-fi setting. With laser and plasma and mech hacking and shooting each other. Give me more freedom to think what the towers and units can do, without resorting to magic. Well actually not, It's just easier for me to do the modeling and texturing. I can come out with whatever vague shape and texture and say that is whatever I say it is.

Here's a preview of how are the units gonna looked, or shaped like in the game. I said 'shaped' because obviously they arent textured yet and I'm really hopeless at that.

I didnt give them legs as that would require more effort to animate them. Instead I give them some sort of jetpack stuff. So it looks like they are hovering above the ground. Pretty neat work-around I think.

I've basically have all the core gameplay elements wrapped up. So I've now got functional unit and tower. Like to put a video up but I gave up after spending a while trying. I've never ever make a video before. One of the new feature is a new path finding algorithm. So instead of being confined to navigate along a narrow path, the unit can now navigate open area with multiple obstables so the action can now take place in an open area.

In the new game, each unit/tower is gonna get their own set of upgrade options. Which mean this gives me a huge amount of work to put together a working and not so ugly GUI for the players to navigate through all the upgradables option. It's a long and painful job this, plenty of graphical work and tedious coding. This the fruit of my labor so far after almost a full day works:

Looks completed but I'm cheating by putting on the similar button texture. In the end product they should all be different. So I might have only completed 10 percent? or less if I decided to throw in more stuff. But at least it look quite decent at this stage. The most painful thing is, I might use another method of GUI implementation in the future in favor of game performance so all the coding work might go down to the drain. >.<

Just another typical development process I guess...