Game Development Community

Additional Environments And Gui Redux 9000

by Steve Acaster · 03/03/2013 (4:22 pm) · 14 comments

Finally I have managed to get round to creating some new maps for the different environments and terrains. Up to now I've been reusing the same map over and over again. Now I have one map for each of the available environments - save for urban which I'm still working on the models for. I am planning on each environment type to have a few different maps, and have managed to come up with a workflow process to create these without too much hassel ... which makes a change from my usual make it up in a completely adhoc manner which permeates my existence.

I've reused or modified base textures where applicable in an attempt to keep everything looking uniformed and together. I use the same rock texture throughout all environments so that the player always knows which part of the terrain is an obstacle that cannot be walked up.




Whilst making various new models I also finally got round to replacing the rather awful blue/black hatched deployment areas with some brass poles with flashing amber lights on them. It all looks much better and a lot more part of the steampunk aesthetic.

For the umpteenth time I have once again reworked the aesthetic of all of my GUIs, this time giving them a wood grain look which I think looks much better than the rough, patchy look which they previously had.

I also added two new buttons to equipment selection on the deployment screens. These allow for filling up a trooper with ammunition to the maximum weight or money, and also copying the current troop's equipment to all other unequipped troops of the same class, weight restrictions applying. This all helps making loadout a lot faster and easier for the player.

I'm still not best pleased with the mesh deformation of my - currently singular - player character model and intend to fully rework this. Hopefully it'll end up looking a lot better and I will then be able to get on with making troop models for the Pirates, US, Austro-Hungarians, Chinese, Zulus and Anarcho-Commies, as well as finalise my design for the heavy armour models.




I've also done extensive playtesting of the Main Campaign - the one with the dirigibles in it - and found it to be a bit too easy. I rebalanced the way the Ai regimes work ... and then it became too hard ... fuuuu-. After a bit more balancing it needs a good retest to make sure I haven't made it too easy again ...

I've been working off the MIT console refrator development branch and apart from a few issues with the development branch itself, I think the console refraction by James Urquhart is great. Info on that here.

Anyhow, here's some vidya of the new environmental maps, each one played in the most likely weather pertaining to that environment. Mountains are cold and cloudy, Arid is fine and clear and hot, Jungle is wet, humid and stormy.



#1
03/04/2013 (3:25 am)
Excellent visuals Steve! This is going to be an awesome game.
#2
03/04/2013 (3:44 am)
Looking good Steve. Are you going to have any vehicles in there?
#3
03/04/2013 (4:44 am)
ye lookin great and starting to shape,
the vehicle idea would be something

horses and
steampunk ships would fit great in there :) - a tought worth?!
#4
03/04/2013 (5:07 am)
Truly Excellent Vids, my only suggestion is a reload button on the main screen GUI, I noticed you have to go to your backpack to reload.

Its coming on really nicely, I do like the changes you made to the GUI, It looks much nicer :-)
#5
03/04/2013 (5:50 am)
Great work Steve!

I am particular to the arid environment myself. Good work on testing the console refactor as well! Good to know there are no significant bugs so far. Thanks for that.

Ron
#6
03/04/2013 (6:50 am)
Vehicles. I had originally envisioned 3 types of tanks (light, medium, heavy) but it immediately became apparent that they totally unbalanced the gameplay, so I scrubbed that feature.

Instead I upped the capacity of personal armour, especially heavy armour, so that they can absorb a lot more bullet damage (especially the lower calibres) and give the various high explosive weapons available something to counter.

@Ron
I think that there is some significant gains in James' refraction, the only issues I've come across appear to part of the actual development branch which it was merged into on the GG part of github. I've made note of each of them in the thread Dave posted about the console refraction code in the link in the blog. Mainly over aggressive camera collision (can get stuck under a player in very specific circumstances), openAL audio driver is misnamed and replaced with numbers (possibly audio port or something but that's a total guess) in audio options and an occaisional crash when weaponImage uses more than 1 FSM process in a single tick with certain timeouts values set.
#7
03/04/2013 (6:57 am)
maybe you could add those airships for both sides, just flying around for visual effect (or can be shot down for bonus points if they are within range - calculated risk, if you miss you lose two turns or more), or a mortar cannon of sorts on the ground.
#8
03/04/2013 (8:17 am)
Very impressive Steve!
#9
03/05/2013 (4:52 am)
Great progress on that game! Do you make everything alone? If yes, really very impressive!
#10
03/05/2013 (1:16 pm)
Just one bloke ... alone ... with a bad neck ... freezing his arse off ... slowly going mad ... :P

[edit] And now my foot-to-ball team is getting stuffed :(

In better news, I've made 4 arid and 4 mountainous maps - so my new workflow for creating levels is working nicely.
#11
03/05/2013 (6:57 pm)
I still think this looks like the best T3D game, and it would be great on any engine really.

Really impressed to see it continue to improve.

With the tanks unbalancing gameplay. I was thinking of a jeep which needs two soldiers, a driver and a gunner. And you can target either, or the vehicle it self.

Or possibly horses?
#12
03/06/2013 (12:02 pm)
While I agree with the comments about would be great with tanks, armoured cars, cavalry, horse drawn artillery, airships, Moles, etc, etc, etc. lets leave all these for 'TorqueTactics: X-Com T3D 2' and get this baby out the door before I drown in my own drool wanting to play it!

Hay is this like clint eastwood, 'The Game with No Name" or has it got a name yet Steve?
#13
03/06/2013 (4:00 pm)
@Mr Pemberton
Actually I've had about a dozen names for it since I started, but keep changing it.

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You do actually see airships when two of them are battling directly for a territory in the Main Campaign - to remind you that losing the battle means you lose your airship too. You also see them when you bring one in for a bombing run as an artillery choice.

There's 5 types of off-map artillery:

Rocket Troop (x4) - fired in 3s, terrible accuracy but makes up for it in numbers, low damage but high electrical stun concussion

Artillery Guns (x3)- decent accuracy, medium damage,

Carpet Bombing Run (x1) - carpet bomb an area of 150m long, low damage but x8 bombs

Seige Mortar (x2) - good accuracy, massive damage and concussion

Guided Inferno Bomb (x1) - high accuracy, massive damage and leaves a raging fire for a random number of turns, burn damage is 25% max health every time a trooper walkls into it, worse if they end their turn in it - I've programmed the Ai to avoid like the plague
#14
03/06/2013 (4:07 pm)
*wipes drool off his chin*