Feature Complete! Gameplay Finalized! No, Really.
by Steve Acaster · 01/28/2013 (9:19 am) · 21 comments
After finalizing all of the gameplay script and code for the "Main Campaign" we actually have a fully working game.
The world generates randomly, the player and 5 Ai nations enter the game at equal distances around the edge of the game world, and promptly proceed to conquer it, tangling with the occaisional pirate stronghold and of course each other.
So here's a quick - and considerably edited - gameplay video of it all in action. It's early in the campaign so all factions are using poorly trained conscripts. We start off with the player already in "Tactical Battle" mode against the pirate enemy. It's a mountainous environment - but I only have one map at the moment so it's temperate terrain as a placeholder but it is using the weather and modifiers for the correct environment so it's snowing and everyone has a -10 actions modifier for not having warm armour on.
After a cunning victory - helped by superior numbers and low quality opposition - it's time to permenantly recruit some upgraded conscript survivors to the force of "core veteran troops" who are now giving a promotion and a class type based on whatever their personal attributes mark them as best at. Then back to the "Strategic Overview" mode where our dirigible full of brave chaps occupies the area we just won in "Tactical Battle" mode.
The Ai factions play out their own turns, distant from player so no view of what they're all doing and then the next turn starts afresh. I upgrade my "Grenadier" class by buying the blue prints for rocket grenades.
Next up we move tour lone dirigible into place for another assault against a pirate occupied territory. It's mountainous terrain once again, with the cold weather modifier but this time it's just cloudy and not stormy see we can see a bit further and both my troops and the Ai will have opportunities for "passive fire" during each others movement phase.
This time it's a defensive battle as I have to prevent the enemy from capturing my flag. The Ai chooses their tactics based on their own available troops and the terrain and weather conditions with a randomizer. They choose a full frontal assault which turns out to be a bit hasty as my superior force - in both numbers, weapons and veterans - hammers the tightly packed enemy advance with bullets and our newly aquired rocket grenades.
And then recruit more promoted recruits to my ever growning veteran force before getting back to capture the territory with the old dirigible in the "Strategic Overview" mode. And so it shall continue ...
That's the upshot of the 15 minute and 1 second video below.
I've thoroughly tested all the later parts of the campaign, fixed numerous bugs ... mostly caused by the fatigue of crunch, silly typos and the sort brought on by tiredness ... and am now satisfied that we are feature complete on the actual gameplay.
Obviously there's plenty of tweaks and tiny improvements available behind the scenes, you could fiddle incessantly for the rest of the century with these sorts of things, but it all works as desired.
Next up isn't a move into finalizing all of the art assets yet though. It's porting it over to the brand spanking new Torque Script Massive Improvement Branch at github.com/GarageGames/Torque3D/tree/consolefuncrefactor that was designed by James Urquhart and embedded into a branch of the brand-spanking new "Torque3D MIT 2.0" by Dave Wyand. This should give the branch a damn good testing, and probably me too as I've been using 1.1F and not taken particularly much notice of the MIT code as of yet.
Extra info on that branch here and in this previous blog here.
And just to reiterate you can get the new branch with the TS improvement on github here.
Hopefully that'll all go vaguely smoothly.
After which it's back to art asset creation and to replace all of my placeholders with some finalized models and textures before thinking about a demo release hopefully towards the end of February.
The world generates randomly, the player and 5 Ai nations enter the game at equal distances around the edge of the game world, and promptly proceed to conquer it, tangling with the occaisional pirate stronghold and of course each other.
So here's a quick - and considerably edited - gameplay video of it all in action. It's early in the campaign so all factions are using poorly trained conscripts. We start off with the player already in "Tactical Battle" mode against the pirate enemy. It's a mountainous environment - but I only have one map at the moment so it's temperate terrain as a placeholder but it is using the weather and modifiers for the correct environment so it's snowing and everyone has a -10 actions modifier for not having warm armour on.
After a cunning victory - helped by superior numbers and low quality opposition - it's time to permenantly recruit some upgraded conscript survivors to the force of "core veteran troops" who are now giving a promotion and a class type based on whatever their personal attributes mark them as best at. Then back to the "Strategic Overview" mode where our dirigible full of brave chaps occupies the area we just won in "Tactical Battle" mode.
The Ai factions play out their own turns, distant from player so no view of what they're all doing and then the next turn starts afresh. I upgrade my "Grenadier" class by buying the blue prints for rocket grenades.
Next up we move tour lone dirigible into place for another assault against a pirate occupied territory. It's mountainous terrain once again, with the cold weather modifier but this time it's just cloudy and not stormy see we can see a bit further and both my troops and the Ai will have opportunities for "passive fire" during each others movement phase.
This time it's a defensive battle as I have to prevent the enemy from capturing my flag. The Ai chooses their tactics based on their own available troops and the terrain and weather conditions with a randomizer. They choose a full frontal assault which turns out to be a bit hasty as my superior force - in both numbers, weapons and veterans - hammers the tightly packed enemy advance with bullets and our newly aquired rocket grenades.
And then recruit more promoted recruits to my ever growning veteran force before getting back to capture the territory with the old dirigible in the "Strategic Overview" mode. And so it shall continue ...
That's the upshot of the 15 minute and 1 second video below.
I've thoroughly tested all the later parts of the campaign, fixed numerous bugs ... mostly caused by the fatigue of crunch, silly typos and the sort brought on by tiredness ... and am now satisfied that we are feature complete on the actual gameplay.
Obviously there's plenty of tweaks and tiny improvements available behind the scenes, you could fiddle incessantly for the rest of the century with these sorts of things, but it all works as desired.
Next up isn't a move into finalizing all of the art assets yet though. It's porting it over to the brand spanking new Torque Script Massive Improvement Branch at github.com/GarageGames/Torque3D/tree/consolefuncrefactor that was designed by James Urquhart and embedded into a branch of the brand-spanking new "Torque3D MIT 2.0" by Dave Wyand. This should give the branch a damn good testing, and probably me too as I've been using 1.1F and not taken particularly much notice of the MIT code as of yet.
Extra info on that branch here and in this previous blog here.
And just to reiterate you can get the new branch with the TS improvement on github here.
Hopefully that'll all go vaguely smoothly.
After which it's back to art asset creation and to replace all of my placeholders with some finalized models and textures before thinking about a demo release hopefully towards the end of February.
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
Do let us know how that script improvement branch works out. We had hoped for more involvement and feedback from the community with it, but apparently it's not as important as some of the discussions would have had us believe. A real world example such as your project is just the thing to help test out all of the changes involved -- hopefully your experience with the merge will help guide us in ensuring that T3D is improved for everyone.
01/28/2013 (10:07 am)
It's great to see that all coming together for you. Is there any kind of strategery involving supply lines, morale, etc., behind the scenes with the world map?Do let us know how that script improvement branch works out. We had hoped for more involvement and feedback from the community with it, but apparently it's not as important as some of the discussions would have had us believe. A real world example such as your project is just the thing to help test out all of the changes involved -- hopefully your experience with the merge will help guide us in ensuring that T3D is improved for everyone.
#3
(That said, you've done very well on that front.)
Yes, the work James did on the console deserves a bit more attention. I'd be all over it if I weren't stuck on a Mac until March!
01/28/2013 (10:25 am)
MASSIVE CONGRATS. Following this project has been one of my favourite things on this site. I really can't wait to see this game getting more art. Seriously, art is so important. It's all well and good that people make tools to make game programming more accesible for artists... but what about us poor programmers? Game art is still impenetrable!(That said, you've done very well on that front.)
Yes, the work James did on the console deserves a bit more attention. I'd be all over it if I weren't stuck on a Mac until March!
#4
Each territory has population, agriculture and resources numbering 1 to 10. The native population of your empire has morale.
If there is plenty of food (ie: agriculture > population) they'll be happy campers and mine your resources (resources (up to max population) = money * 10 each turn).
If you have no airships the natives slack off knowing that you can't pay them a visit and only produce half of their maximum possible yield on digging resources.
If there is not enough food to go around then morale will drop each turn. If you allow a territory to be invaded and do not try to defend it the locals will feel abandoned and morale will go down.
If the natives are not totally happy they will slack off and only produce half of their maximum possible yield on digging resources.
If morale hits rock bottom the natives rebel and pirates start taking over population centres like cities and mountainous mining settlements. To regain order you'll have to reconquer the hex and defeat the pirates in Tactical Battle mode.
If you have built a garrison, that hex and all adjacent hexes get +6 defenders to their population for repelling attackers. All hexes under the protection of a garrison are policed and thus cannot rebel and be lost to pirates if morale goes down.
Natural resources of a hex slowly decrease in value as they are exploited by the owning nation, though never completely run out so that there is always some income from a non-urbanized hex (cities have 0 resources so just provide population for digging the stuff out).
[edit] And morale of population affects morale of troops in battle, especially conscripts who are panic prone without -20% modifier when your population is in revolt.
01/28/2013 (11:25 am)
@ Mr HallEach territory has population, agriculture and resources numbering 1 to 10. The native population of your empire has morale.
If there is plenty of food (ie: agriculture > population) they'll be happy campers and mine your resources (resources (up to max population) = money * 10 each turn).
If you have no airships the natives slack off knowing that you can't pay them a visit and only produce half of their maximum possible yield on digging resources.
If there is not enough food to go around then morale will drop each turn. If you allow a territory to be invaded and do not try to defend it the locals will feel abandoned and morale will go down.
If the natives are not totally happy they will slack off and only produce half of their maximum possible yield on digging resources.
If morale hits rock bottom the natives rebel and pirates start taking over population centres like cities and mountainous mining settlements. To regain order you'll have to reconquer the hex and defeat the pirates in Tactical Battle mode.
If you have built a garrison, that hex and all adjacent hexes get +6 defenders to their population for repelling attackers. All hexes under the protection of a garrison are policed and thus cannot rebel and be lost to pirates if morale goes down.
Natural resources of a hex slowly decrease in value as they are exploited by the owning nation, though never completely run out so that there is always some income from a non-urbanized hex (cities have 0 resources so just provide population for digging the stuff out).
[edit] And morale of population affects morale of troops in battle, especially conscripts who are panic prone without -20% modifier when your population is in revolt.
#6
If u need any Alpha/Beta testers count me in mate :-)
01/28/2013 (1:30 pm)
The more I see this game develop the more I want to play it (and I wanted to play it when you first blogged about a Turn Based Retro RTS Thingy).If u need any Alpha/Beta testers count me in mate :-)
#7
01/28/2013 (1:43 pm)
Awesome. Congrats! We look forward to having you in MIT.
#8
01/28/2013 (1:45 pm)
I love watching these videos. Great job!
#9
01/28/2013 (5:23 pm)
I'm loving it steve.
#10
I +1 this. 8-}
01/28/2013 (9:58 pm)
@Steve: Awesome Job Man. Good on ya for keeping at it and getting this far. 8-}Quote:Congrats on the milestone Steve!
Indie Dev Achievement Unlocked!
I +1 this. 8-}
#11
Looks fantastic...
01/29/2013 (5:04 am)
It makes me want to go into the loft and get my toy soldiers out. The ones I spent ages painting. Then put them all out in battle lines, and fire at each other one by one. However, your environment looks much, much better than a sheet placed over books.Looks fantastic...
#12
01/29/2013 (5:23 am)
Awesome news. Congrats man.
#13
01/29/2013 (7:43 am)
Great job Steve. Looking great.
#14
So, would you say the most fun you had building it was making the buttons or making the icons?
01/29/2013 (1:36 pm)
That looks awesome - as usual! Great work man.So, would you say the most fun you had building it was making the buttons or making the icons?
#15
Answer D ) None of the above.
:P
Also got all my custom code merged into github.com/GarageGames/Torque3D/tree/consolefuncrefactor without too much trouble - most of the time was spent checking custom bugfixes and improvements over the last couple of years where already in the MIT.
Had a little play around with some basic Ai and other things for testing, everything seems fine.
I'll continue to port the entire script logic over tomorrow after reading through the MIT scripts for major changes (I'm expecting the only additional content which I'm not using is going to be in player datablocks and first person weapon arms).
01/29/2013 (2:42 pm)
Quote:
So, would you say the most fun you had building it was making the buttons or making the icons?
Answer D ) None of the above.
:P
Also got all my custom code merged into github.com/GarageGames/Torque3D/tree/consolefuncrefactor without too much trouble - most of the time was spent checking custom bugfixes and improvements over the last couple of years where already in the MIT.
Had a little play around with some basic Ai and other things for testing, everything seems fine.
I'll continue to port the entire script logic over tomorrow after reading through the MIT scripts for major changes (I'm expecting the only additional content which I'm not using is going to be in player datablocks and first person weapon arms).
#16
and so British...
01/30/2013 (12:38 am)
This is probably one of the coolest things ever made with Torque. It looks so polished!and so British...
#17
01/30/2013 (11:49 am)
Great stuff :)
#18
This is amazing. Is this going to be built strictly around single player or will multiplayer be in scope as well?
Nice work for one bloke in his bedroom...
01/30/2013 (2:30 pm)
@Steve, This is amazing. Is this going to be built strictly around single player or will multiplayer be in scope as well?
Nice work for one bloke in his bedroom...
#20
Tell me, how much of the game did you write in C++ vs Torque Script?
03/06/2013 (5:53 pm)
Steve this is awesome! I'll gladly beta test if you are looking. In fact, I'm walking through your tactics tutorial right now.Tell me, how much of the game did you write in C++ vs Torque Script?

Torque Owner Will Zettler
Digital Lightstorm Game Studio
Looking good man, keep up the great work as always.
Will