Modern Tactics
by Dylan Kelly · 07/04/2006 (3:53 am) · 3 comments
Modern Tactics
This is a game currently in planning and is like Advance Wars. This is NOT a copy or related to Advance Wars in anyway. There will be two sides. Each side will have one campaign, each campaign having 10 missions. It is planned to have 10 units for each side when released. There will be many different types of terrain, each could change the course of battle. I will tell some of the terrains and there bonus's. Flatlands=No Bonus, Swamps=Minus Speed, Mountains=Defence.
One unit completly planned out is this MT-01-HH-F (AKA Doombringer). Its tank "Head" allows fast fireing, except it is heavy and slows the vehicle down. The "Body" of the tank is bullet resistant, but is heavy and slows the vehicle down. It also has a radio which can call in one infantry unit every nine turns. It can travel on -----,Flatlands,------,--- and more terrain to come, so more possibles it can travel on! (The --- is the terrain I cannot tell yet-its a secret!) Special Ability is it can roll over ditches.
More Info Coming Soon!
This is a game currently in planning and is like Advance Wars. This is NOT a copy or related to Advance Wars in anyway. There will be two sides. Each side will have one campaign, each campaign having 10 missions. It is planned to have 10 units for each side when released. There will be many different types of terrain, each could change the course of battle. I will tell some of the terrains and there bonus's. Flatlands=No Bonus, Swamps=Minus Speed, Mountains=Defence.
One unit completly planned out is this MT-01-HH-F (AKA Doombringer). Its tank "Head" allows fast fireing, except it is heavy and slows the vehicle down. The "Body" of the tank is bullet resistant, but is heavy and slows the vehicle down. It also has a radio which can call in one infantry unit every nine turns. It can travel on -----,Flatlands,------,--- and more terrain to come, so more possibles it can travel on! (The --- is the terrain I cannot tell yet-its a secret!) Special Ability is it can roll over ditches.
More Info Coming Soon!
#2
07/04/2006 (12:55 pm)
Thanks, that helps! Well its a 3d grid where units can travel only a certain amount of blocks.
#3
...but you'll have create your own array to deal with the 3d grid. I would suggest make each grid unit large, say 5 - 10 meters, so your array isn't too large, and attempt to make the contents of the grid using the smallest memory - try using BYTES (not sure if you can specify this in Torquescript) but this gives you a value of 0(passable) to 255 (user defined - ie 1 = rock, 2 = lava etc) - you'll need to define this in script or build your own grid editor.
www.garagegames.com/mg/forums/result.thread.php?qt=26917
www.garagegames.com/docs/tge/general/ch05s02.php#scripting.language.variables.ar...
07/05/2006 (12:32 am)
You can tag textures with sound by the way so you can have the units make different sounds as you walk across the terrain....AddMaterialMapping("grass", "color: color: 0.46 0.36 0.26 0.4 0.0", "sound: 0");...but you'll have create your own array to deal with the 3d grid. I would suggest make each grid unit large, say 5 - 10 meters, so your array isn't too large, and attempt to make the contents of the grid using the smallest memory - try using BYTES (not sure if you can specify this in Torquescript) but this gives you a value of 0(passable) to 255 (user defined - ie 1 = rock, 2 = lava etc) - you'll need to define this in script or build your own grid editor.
www.garagegames.com/mg/forums/result.thread.php?qt=26917
www.garagegames.com/docs/tge/general/ch05s02.php#scripting.language.variables.ar...

Associate Andy Hawkins
DrewFX
Terrain, Units, Weapons, GUI, Controls
1. Terrain management per level - in Torque you can handle this with the following
i) Terrain can be formed in the editor (F11) to access terrain (F7)
OR
ii) A displacement map - 256x256 greyscale put into "example\creator\editor\heightScripts" and loaded as
a bitmap operation in the editor.
** You'll need 10 of these.
2. Terrain textures - Torque allows you to blend bunches of textures together - the default is 6 but there are tutes to show you how to extend this. You need to make these 256x256 and tileable to work the best. Once you have these prepared you place them in "example\starter.fps\data\terrains" - replace starter.fps for your game name and make a new folder in the examples folder - copy starter.fps to put all the things in place.
3. Some sort of array handling system to deal with your units. You'll need to plan the attributes out, but for a start you'll at least need the following...
The weapon slots point to another array for each weapon
i) Name ii) Refire rate iii) temperature drain iv) cpu cost v) damage vi) durability vii) DTS viii) sound fx ix) skill level requiredetc...
4. Interface - is it step mode? Use the GUI editor F10 to design your interface to control / move units etc, advance play, go to menu that sort of thing.
5. Control - mouse clicks? Keys? You'll need a ray check for picking objects using the mouse.
That should get you started - the list goes on...