Huzzah! Game as it should be is pretty much finished – well there is always something that can be added, improved or modified – but as far as I am considered game should look like it looks atm.
Obviously, it needs final touches – tidying up GUI for instance.
and before handing it out I still need to improve zombies’ behavior, add some more animations, and most important implement behavior module into marines class.
but as I mentioned – I am pretty happy with what I have done.
Economic system is an interesting one.
We start with 500 coins, or whatever it is 😉
then every 10 seconds we add x into the pull – where x is defined by 5*number of houses – number of marines. – I was thinking a bit about that and it seems to be a reasonable solution.
as well Limit system has been added – into economics manager class – to avoid negative values for income and other issues. our population limit is 5 times number of houses – note: scv is excluded. Yes, I know it is a bit weird but lets say SCV is not a human ;P
yes I know I haven’t done much this week but in my defense – I am sick and on Saturday I was in Dundee – Games in Scotland – pretty awesome event where teams such as Veemee, Codeplay or Digital Goldfish were presenting what are they doing and who they are looking for in terms of employment.
Some photos below:
last week I have improved collision detection between zombies – now I am trying to implement one universal.
New animations added for marines – shooting and die.
Additional content – stone and tree,
tile set has been changed to nicer one,
behaviour manager implemented for zombies,
range added to marines,
different collision added for different types of entities,
live variable added to SCV, Marine, Zombie
Current issues I have is marines formation – not sure how to solve it yet.
When more than one marine is selected and destination location is selected – collision detection is not applied correctly. the can stand at the same place at the same time.
Finally I have prototyped pouching units system – it uses messaging system, however I am having weird bug, when I am getting more marines animation for them is speeding up. I am wondering if it is caused by using pointer to the animation.. well it shouldn’t, should it? to be fair animation system was designed for animating single instance of the object but still.. it should be flexible enough to handle that.
I haven’t tested that on buildings yet… – memo added 🙂
the scenario is:
when single building is selected we can press “T” to train marines, atm. it is done instantly and target location for new “trained” unit is set to fixed location.
future improvements include:
- developing training time
- changeable spawn location
- implement cost
- as far as I am thinking about that game.. I need decent GUI!
there is loads to do.. argh.. damn you father time! why one day has only 24hrs?!
That was freaking remarkable week,
Meetings Meetings Meetings.
Apparently I have enough “clients” to open my own company. Yeah.. who could even thought about that? World is crazy.
anyway, this is not what post will be about.
What I want to show is today’s achievement. Zombeesh project 🙂 – yes as you can see I have implemented sprites from Starcraft – still there is a lot to do – shadows, moving elements, etc but I need to create working prototype of a game in less than month.. and believe me it will be tough.. Group project, own company – planning, game development for xBox360 – yes on site We 🙂 will be developing xBox game well I cannot tell much about it yet but nick name for a project is “Craft” – yeah I need work something better.. but that can wait. Back to the topic
- I have managed to implement animations – but making them work is later issue.
- GUI manager allows me to add text on a screen to any position – future development placing images and animations – can be shifted for later on.
- SCV on a screen can build barracks in selected place, but to do that need to get there,
- Small fix for approximation error has been placed – SCV wasn’t moving to exact place, if it is close enough it/he (?) stops.
This weekend’s development plan – allow barracks to train Marines/Ghosts