Wednesday, August 16, 2017

War_28 "Creating the world: North America"

I added a new tile: Forest Hill.

And, North America! This one oddly didn't take as long as the other two, but it still took awhile!


Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Monday, August 14, 2017

War_27 "Creating the World: Africa"

When making Africa I started getting so much done that I had to start taking notes!

Changelog:

Added borders to grass and desert to make the transition between other tiles look much smoother. The only problem with this is that there are more triangles on every grass and desert tile. But at the same time, it not only makes borders look nicer but it makes the rest of the map look more detailed. I'll play around with it, and if it doesn't create much lag then I'll keep it the way it is.



*Added desert river tiles, since many of the rivers in Africa ran through the desert it would be odd to use the grass river tiles.



*Increased Mountain LOD Height. This is because it was hard to tell the difference between hills and mountains at a distance (Because their LOD's were identical) so I increased the height of mountains to make it more obvious which was which.

*Added stone hills, this is because Madagascar had hills that weren't tall enough to be mountains and weren't sand enough to be considered dessert.



*Changed color of furthest jungle LOD. For some reason, it was the same color as normal grass, and so at a distance, you couldn't tell the difference between jungle and grass tiles.

*Make so a lot of tiles furthest LOD's don't cast shadows or receive shadows - There's no need to render shadows when you're that far away from the tiles.

Oh yeah, I also added Africa:



Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Saturday, August 12, 2017

War_26 "Creating the world: South America"

When I was making the South America map I had lots of problems with updating the tiles to the new versions I had made, so that's why I've been fine-tuning all the tiles before I make the map so hopefully no problems will come up.

Added tiles:
  • Island (3D beach)
  • Jungle Hill
Changes:

  • Beaches now have depth (the grass is slightly raised, and the beach/sandy area slopes downward)
  • Reduced triangle count on Military Base LOD's


I finally finished giving all the tiles their scripts, and collisions, and other such that they need to function. But that's not all, I used those tiles now to create the first continent: South America.



That's right! 1/7 complete!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Wednesday, August 9, 2017

War_25 "Tile Update"

I was planning on working on the map, but I figured I should finish my list of 'to-do' tiles before-hand so I have as many to work with as I need when developing.

New Tiles:
  • Training Camp
  • Rubber Refinery (Improvement on Grass)
  • Oil Well
  • Civilian Factory
  • Military Factory
  • Added LOD's for Swamp
Changes to tiles:
  • All River tiles are now 3D instead of being flat on the ground
  • Added hill to River Curve
  • Reduced Swamp triangle count from 128 to 26
  • Reduced River T-Intersection triangle count from 98 to 58
  • Reduced River Curve triangle count from 98 to 67
  • Cities only renders grass (no buildings) at further distances
  • Forest only renders grass (no trees) at further distances
  • Jungle only renders grass (no trees) at further distances
  • Completely redesigned the River's last LOD
  • Reduced Paramilitary Base LOD triangle count from 180 to 152
  • Reduced Paramilitary Base Furthest LOD triangle count from 108 to 90
  • Reduced all city triangle counts by up to 10%


Oil Well
Civilian Factory

With the completion of these tiles, this means that all the tiles on my to-do list have been completed!

Here's the full list of existing tiles:

Landscape Tiles:
  • Desert
  • Desert Hill
  • Desert (Oil)
  • Swamp
  • Snow
  • Shallow Water
  • Forest
  • Grass
  • Grass Hill
  • Grass Hill (Metal)
  • Grass (Farm)
  • Grass (Farm without houses)
  • Snowy Mountain
  • Mountain
  • Desert Mountain
  • Stone
  • River
  • River Curve
  • River T-Intersection
  • River 4-way
  • Jungle
  • Beach
  • Beach Curve
  • Beach U Curve

Special Tiles:
  • Small Town
  • Town
  • Large Town
  • City
  • Metropolis

Improvements (Harvesting Resources):
  • Rubber Refinery
  • Metal Mine
  • Oil Well

Buildings:
  • Military Base
  • Airbase
  • Paramilitary Airbase
  • Paramilitary Base
  • Training Camp
  • Civilian Factory
  • Military Factory

And for 90% of them, there are 3 versions of the tile (Normal, LOD a bit away, LOD far away)

Sorry, this update took up the entire day so I didn't get the chance to work on the map! Stay tuned for tomorrow though!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Tuesday, August 8, 2017

War_24 "Improving tiles & making the game mod ready"

This update I've made so countries generated are dynamic. Originally there were 13 countries in the world, and no matter how many were written there would only ever be 13. Now I've written a script so it will generate countries based off of the number of countries that actually exist in the mod folder or in this case the Default folder.

I'm also re-doing all tiles (not visually but I'm re-doing their colliders and scripts). Here's a changelog:

Added tiles:

  • Paramilitary Base (Improvement for Grass)
  • Mine (Improvement for Hill)
  • Metal Deposit (Modified Hill)
  • Desert
  • Oil Deposit (Modified Desert)
  • Desert Mountain
  • Desert Hill


Changed Tiles:

  • Reduced triangle count of grass tile from 32 to 6
  • Changed height of Mountain LOD's
  • Changed height of Hill LOD






I'll be working on more tiles as well as starting on the first continent! Stay tuned for tomorrow :)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Monday, August 7, 2017

War_23 "Tiles"

I've began working on the optimization of tiles which meant making a bunch of LOD versions of already existing tiles (which wasn't very hard). I've also re-classified some other tiles, gotten rid of some, and added new ones.

To make things simple, here's a list:
LOD = Level of Detail, its an object that is less detailed than the main object at a distance

Added tiles:

  • LOD's for almost every tile
  • Military Base
  • Airbase (And their LOD's)
  • Paramilitary Airbase (And their LOD's)

Removed tiles:
  • Ocean
  • Blank tile
Changed Tiles:
  • Farm is now considered an improvement for grass
  • Mountain is now Snowy Mountain
  • Mountain2 is now Mountain

Military Base and its different LOD's

Paramilitary Airbase, Airbase, Military Base

All currently existing tiles

Ocean tiles were removed because since the ocean is free movement and not tile-based movement it would be pointless to lag the game with a bunch of tiles across the entire ocean, instead it will just be one giant 'ocean object' that will act as the visible ocean. I also removed the blank tile because it served no purpose (it was a test tile that I never ended up using).

What a tile is classified as is dependent on their Z order

-12: Furthest LOD for the improvement at -4
-8: LOD for the improvement above it
-4: Improvement of the tile above it
0: Normal Tile
+4: LOD for the tile below it
+8: Furthest LOD for the tile below it

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Sunday, August 6, 2017

War_22 "The World"

If you put things into perspective, it was sort of stupid to do South America based off of a single reference image. This is because maps differ in shape and so doing north and central America would have been a pain to make due to differences:


That's a map of what I had done, versus everything that I have to do. It will be a shame too, but I'm going to have to remake South America to fit this new world map. It may look s though it's a perfect fit, it's not even close. I also plan on redoing territory and cities to be more accurate.

Originally I did territory with the same reference image, but getting it to actually match the game engine was challenging, so I've got a new tactic for combating that. I've also got new tiles to work with that I'll use when making South America this time.

This means that I'll now begin making the world continent-by-continent with better accuracy of borders and landscape.

I also will be introducing more "LOD" tiles which are basically flatter less detailed versions of the already existing tiles, so when you zoom out you won't experience as much lag due to the large amount of tiles your PC will have to render. The already existing tiles will only be seen when you're zoomed in.

This isn't really an update, more of a game-plan, but I plan on recording the entire development of the world and posting a blog update after every continent is finished. Then when the continents are done, I'll have to go back and re-do each one with detail (adding forest, and jungle and such) because those are things I won't be able to add with this map. And then finally, I'll have to make territory for each continent and make a .txt file for every country in the world.

No biggy.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, August 4, 2017

War_21 "Fundamental Saving"

As a side note, so there's no confusion on who owns a unit, each unit icon now displays its owners country flag below it:



That's a cool feature and all, but the real feature is saving! Yes, the game will now generate a save file for every country in the match. The save will go inside the folder running, so if you want to find your save files you have to look inside of the right folder (By default its default, but if you're running a mod then saves would be found inside your mod folder). Each country generates a .txt with their ID being the name, and all their information is inside it.



I'm hoping soon to make so it will generate unit saves so your units across the map will save!

*This save file though does not include what territory the country owns, so more has to be added. Other things will be added in the future too like who the country is at war with, what have they researched, etc.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Thursday, August 3, 2017

War_20 "Unit Ownership"

Units now change their icon color based on their relationship to the players country



Owned by the player
Green icon

Neutral to the player
White icon

Ally to the player
Blue icon

At war with the player
Red icon

Also, last update I made so units could be ordered somewhere and that meant anyone could order the unit. I've now made so the unit can only be ordered by the owner of the unit.

I'm also considering making so ally relationship color could be changed, but it seems like extra work for a feature that people won't end up using.

Sorry about these last two updates being so short, I've been working hard for tomorrow's update, so get ready!

Thanks for reading, feel free to leave a comment, and I'll see you in the next!

Wednesday, August 2, 2017

War_19 "Commanding units"

You can now command units! Units spawn into the world based on the parameters you set and you can select them with box select (drag from one spot to the screen to the other). And you can right click and they will go to the spot you right clicked.

Units also display an icon:

Since the icon matches the country that it belongs to, it looks a bit weird when inside its own territory. So I'm considering doing things differently (White icon for 'you own it' red for enemy, and blue for ally). If I do this then the white should stand out perfectly inside your own territory.

Sorry that this update seems a bit short, but it took the whole day restlessly working. If you consider it, you have to draw a 2D square on your screen, find all 3D objects in that square, and then filter out the ones that are units, and tell those units they've been selected. It's really complicated. But the unit also uses some of the stats from the .txt now, so we're closer to full modding.

Added a few parameters to the .txt:

Unit Icon
The unit icon (located under Icons/)

Model Rotation (3 numbers - x,y,z)
How the model should rotate when first created (Created because infantry model would always spawn facing downward)

Also I fixed a glitch where everyone in the room could see the Room ID, except for the host. This somewhat defeated the purpose of having the ID display because it's mostly for the hosts sake (the host can tell people what the ID is so they can direct connect) but that doesn't do the host any good if the host can't see what the ID is!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Tuesday, August 1, 2017

War_18 "Modding Units"

I regret to inform that the modding system for units right now is somewhat pre-determined in terms of which units can get picked. So Units will be able to be loaded in to the game, but in terms of modding you'll have to edit the already existing ones, the game does not yet support adding new ones.

Custom models are also not yet supported. You will have to pick from a list of already created ones until I can figure out how to get unity to properly import models from outside folders.



Now for those of you interested, here's the official parameters you'll have to tinker with:

Name:
The display name of the unit

Model:
What model the unit uses (Currently must be selected from a list - the only model on the list atm is Infantry1)

Unit Count:
The number of units to spawn in (ex. there are 6 in an infantry squad)

Scale:
The scale multiplier for the size of the units when spawning them in

Animations:
Currently does nothing, all units will exist in their default position until further notice

Bullet:
What the unit fires (Bullet or Rocket)

Type:
The type of unit (Land or Air)

Speed:
How fast the units can go

Damage Minimum:
The smallest amount of damage the unit will deal

Damage Maximum:
The largest amount of damage the unit will deal

Firerate:
How often the unit can attempt to fire again

Accuracy:
From 0~100, the lower the number the greater chance the unit will hit their target

Range:
The minimum distance before this unit can engage/attack an enemy

Research:
The research needed for this unit to be deployed

Production Type:
The resource needed to be produced in order to create this unit

Production Use:
The amount of the above resource needed to be produced in order to create this unit

Manpower Cost:
The amount of manpower this unit will need when being deployed

None of this does anything as of yet, but I've designed a script that will read the .txt containing all this info and converts it into variables that the unit will eventually actually use. In the next few updates I'm hoping to make the units actually work, and add resources.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Monday, July 31, 2017

War_17 "Diplomacy"

When you right click in a nations territory it will now display their country name, flag, and username.

That's it. Stay tuned for tomorrow when you can actually do something with this.

Sunday, July 30, 2017

War_16 "Making multiplayer work"

This update was all about the title. Making so nultiplayer actually worked. The result has been now when you join a lobby and the host pressed launch, a few things happen.

1. The selected map will successfully load for everyone in the room
2. All players are assigned to the country they selected in the lobby
3. The host computer will select the files used to determine countries (Currently will only use Default) then all clients will load territory accordingly
4. Population will be assigned to country according to the territory they own, and the cities inside that territory
5. Manpower is calculated for each country depending on population and government type.

As it stands:
Democracy: 8% Recruitable population
Monarchy: 10% Recruitable Population
Dictatorship:14% Recruitable Population

You will be able to change how your country recruits population in the nation's tab later, but for now it's pre-assigned according to your country's government type.

And remember that manpower isn't everything as government types affect a whole lot more (like research speed, and other bonuses).

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

War_15 "New Models"

I've been gone for a couple days so I wanted to get something out to you guys:


Since I accidentally deleted the original war game models I have to make new ones, and that started with infantry (Tier 1, tier 2):


I also made an I.C.B.M for when I had nuclear weapons to the game:


That's about it for this update, sorry it's so short just wanted to get something out since it had been awhile!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Friday, July 28, 2017

War_14 "More networking & direct connect fix"

For the past couple of days I've been working on something that sounds simple in practice (and is now that I know how to do it) but took forever to figure out.

Simply said: You can now select a country and when the game starts you will become that country.
*there are also a few 'error checkers' like the game has error text and won't launch if:
A) Someone hasn't selected a country
B) Two or more people have selected the same country

Also, I've fixed the 'direct connect' feature. I hadn't actually tested (because I had mistakenly been very confident in my code and forgot to do so) but it actually was glitchy because it would connect you to the room but wouldn't show the lobby. So you would be in the room technically but stuck on the servers list GUI.

Lotta programming, not a lot of explaining.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Thursday, July 27, 2017

War_13 "Modding, More data Anti-Cheat & I dun goofed"

Delete's a funny button. It's even funnier when used with Unity.
Short but annoying story short, all tank and infantry models are gone and have to be remade. But I have some plans for modding, so lets move past that.

First and foremost, I'm having great difficulty allow custom models (this sadly might mean that those who make custom buildings or units may have to use the ones already included in the game). As for unit and research modding, I've got new API written up for them that I've yet to test but the basic principle is there so far:

Note: Some stats are not yet decided so its left at 0


There's no guarantee that this will be what modding will look like in the end, but this is the plan so far. There's also a 'settings' file that needs to be included with every mod folder:


The version part of the Settings is the most important part by far. Using a mods version I'll be able to separate multiplayer matches and let people playing with the same mod play multiplayer together. Although this won't be supported, to begin with, this will probably be something added later down the road.

*Oh and the data anti-cheat (to make sure people with modified default data can't cheat and join default games) now checks for missing files so people missing default files will also not be allowed to play normal multiplayer.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Wednesday, July 26, 2017

War_12 "Data Anti-Cheat, Popups & Direct connect"

Rather than having a name each server is given an ID when it's created. This ID is a random number between 0 and 9,999,999. This way servers won't ever have the same ID (unless you're so lucky that you actually get the same ID which is, of course, a 1/9,999,999 chance to happen so pretty much the odds of winning the lottery).

(Although technically in programming terms a servers name is it's ID, but it's easier to just say server ID).

Since there could be a lot of servers available at any given moment it might be easier to give your friend the ID and have them type it in rather than having to search the servers list for the correct one, so I made a direct connect feature (displays on the servers list screen):


The next part of this update is a 'Data Anti-Cheat'. Since this game is moddable it only makes sense that players could modify game data to their advantage when starting a multiplayer match. This is why I've created a system that checks your games data then compares it to what it should be. If it finds any variations (AKA the data was modified) then it will not let you join multiplayer. Period.

(The code behind doing this, by the way, is so far over 650 lines of code, and 21,000 characters). The more countries that are added the higher that number will go, and soon it will include other things like research, units, etc.

Before joining multiplayer you (will) be able to select a 'mod folder' so if you want to play with mods or make your own, just don't edit the default folder and make a new one.

For now though, it creates a popup:


Eventually, there will be a link where I'll put the default folder that you can install (It's for those who want to just get a copy of the correct data rather than having to reinstall the entire game).

You may also notice at the top left it displays the game version. This version dictates what servers you can and cannot join. Your game version has to be the same as the host of the server in order to join them.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

War_11 "Menu & Networking"

Simple yet elegant. The main menu.



Now complete with:

  • Ability to connect to the master server
  • Creating and joining rooms with other players (and displaying their names on the side)
  • Adjusting max players for a room when creating it
  • Picking a map the lobby will host (Only map at the moment is South America)

*You cannot yet start the game

Doesn't sound like much but the networking I did live on my twitch for about two hours, and the main menu scene was done tile-by-tile and the main menu UI design was made on-the-fly.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Tuesday, July 25, 2017

War_10 "Territory"

It took awhile of doing but remember that previous mod support I made that included what territory countries own? While now it finally works! It took all day, and then it caused a lot of lag so it took even longer, but it's finally done:



All territory ownership means right now is a change in color but in the future it will result in changes to resources, population, city ownership, ability to build, etc. But for now it just changes a color.

Doesn't sound like much but it's about 60 or so lines of code. Which also doesn't sound like much but it was my first time making a script that could read a .txt file and then convert all the numbers into territory ID's so it was mostly hours of figuring things out.

after edit:
I forgot to add a label for Paraguay (the grey between Uruguay and Bolivia)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Monday, July 24, 2017

War_9 "Mod Support & new interface"

The progress of this game exceeds expectations. This update is a big double-whammy introducing mod support and a new interface!

First lets start off with the interface:


Beginning on the left we have the country flag and all the main buttons you'll be using in-game:
  • Nation - Access government, politics, economy, and other stats
  • Trade - Pretty self-explanatory
  • Research - Also self-explanatory
  • Production - Used to produce equipment for your country (Infantry Weapons, tanks, etc.)
  • Building - Used to build things like factories, bases, forts, etc.
  • Recruit - Used to recruit parts of the population and place them in reserves for deployment at bases


It also at the top displays a number of key stats for your country:

  • Name - Very important
  • Approval - How your citizens approve of you
  • Population - Your total population (Civilian and military)
  • Manpower - Total military population (Reserve and active)


Then it displays your resources which are key to production, building, and trade:

  • Rubber
  • Metal
  • Oil


So not only does this interface update give us a new interface, but it provides you with some detail on how the game will work. And this interface already works in terms of taking which country the player is and assigning the values up there to be equal to the country's stats.

But the update doesn't end there. Introducing: Mod Support!


The game is just about ready to support modding! Right now modding just means editing existing countries, but soon that'll be turned into creating new ones and other things like editing what models units use and even adding new units.

Right now modding is just editing existing countries, but it works like this:

Inside of the game data is a folder called 'StreamingAssets'. Inside this folder you will find a folder called 'Default'. This will contain the default game info (Countries, flags, units, etc.). You can create a new folder, name it whatever you want, modify/add whatever you want, then you can tell the game to read that folder instead of the default one. Pretty cool, huh?

Best of all, as you can see from how simple it is up there, modding will be really easy so I'm expecting lots of great mods!



As a side note:
The game (will) have a built-in feature that prevents players with modified default data from playing multiplayer. So if you're going to modify/add things do so in another folder.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Sunday, July 23, 2017

War_8 "Future mod support!"

I've never been able to figure it out before, but I finally cracked it! This game will feature future mod support. I've had to rewrite a lot of code in order to get this setup but as of now you can change nations flags with other flags that you made. It's not much, but it means that I've cracked the code to mod support and can extend it as far as people being able to make custom countries, nations, textures, possibly even custom UI!

We'll see.

Saturday, July 22, 2017

War_7 "Optimization & new units"

First and foremost I designed a new unit for the game: Armored & Light tank.

They're what you call 'Tier 1 units'. They're meant for 'free' gamemode games where everyone starts off with little to not research. This means in normal games you probably won't see them used.


Armored tank (tier 1)

Tier 2 tanks will be used in normal games, but Tier 1 will be in free games.
But the important thing is that I got the new "optimization models" made for tiles:



These are lower-detail tiles that take the place of normal tiles when the camera is at a distance. This helps reduce lag and since its done at a distance, you won't really notice the difference. Not all tiles have this done to them because some (like grass) are already flat, simple, and can't really be downgraded anymore than they already are.

I'm working now on the network features of the game as well as the "Prime" gameplay features like research, and displaying the different info needed.

Feedback:
As for a comment Phineas made regarding combat - I do plan on letting battles be larger scale because of the low-graphic nature of the game!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Friday, July 21, 2017

Blake Gillman on Patreon!

I may not have the largest fan base in the world, but maybe we can help expand it. To help game development I've created a Patreon page! Should it be a success, would mean a larger community and I'd be able to focus on doing what I love: Making games!

I highly recommend you check it out:

Patreon

I'm not sure how this will turn out because I've never done crowdfunding before. But here's to hoping!

War_6 "More city work"

First things first. I had already curved the straight rivers up (to make them look more detailed) but I went a little further and curved up the other variations of the river as well (Turn, T, 4way).

I've also started to implement an 'improvements' system. So far I've classified Farm and Mines as an improvement. Building is not yet a thing though.

In addition to the lakes I've created more city tiles to represent population:

Population is less than 100,000


Population is less than 1,000,000


Population is less than 2,000,000


Population is less than 7,000,000


Population is greater than 7,000,000

It's actually a bit funny, all tiles are held in the same file. All vertices combined, the final city represents a 1/3 of all vertices combined. All the cities combined represent over 85% of the vertices! This update also includes making so the labels displaying city names changes size depending on city population.

I'm working on making some optimization next.

Thanks for reading, feel free to leave a comemnt, and I'll see you in the next one!

Thursday, July 20, 2017

War_5 "Cities"

I've been working on how territory will work and it occured to be that population should be a bit dynamic. Originally it was going to be by the type of tile (Mountain provided X population, grass provided X, and all towns provided X population.) And that will still be the case with normal tiles, but as for towns I've given them each dynamic population.

This means that different cities will have different worth due to their population. All towns except one have a population of at least 1 million. Then there is a town at the bottom of the map with a population of literally 2,000. I'm thinking that I must add more stats to cities so value isn't solely based on population.



You may have noticed that there a couple new tiles (Jungle, and farmland). There was already a farm tile, but it came with a house and since every tile didn't need a house I made a separate tile for farmland that didn't have a house (I actually did that yesterday but forgot to mention it). I also added some detail to the farmland (things of hay).



I already have plans for more tiles. There are three modes planned right now (Real, Determined, Free). In real territory and countries are generated based off their real locations and many improvements get added to the terrain for those countries. In determined based on the number of players territory is generated in strategic locations. And in free at the start of the game players will choose their territory (oh did I mention that I plan on the game being multiplayer?).

I'm now working on making a main menu for the game and a basic server implementation (Make so you can see a server list, and connect). It won't do anything yet, but I want to get the design started.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Wednesday, July 19, 2017

War_4 "Further implementation"

First things first, I hated the way rivers worked (it was kinda boring when compared to the other tiles and they were so straight they could be mistaken for roads):


Well, not that close up but at a distance. So that was the first thing I decided to change:


The tile is the same as it was, I just moved the vertices around so it actually looks more detail without actually 'being more detailed' (aka it won't create any more lag than it did before to have it this way).

I've also made a new script that will manage your country (Your population, how much equipment you have, etc.). All tiles now also have a territory spot above them that will change color according to who owns the tile. I'm also (starting) to work on making so tiles will be able to be scene/hidden depending on A) If you own them and B) If you have a unit nearby. Each unit is (planned) to have their own 'sight distance' which means I could probably implement something like a weak scout unit that can see more tiles than other units.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Tuesday, July 18, 2017

War_3 "New map & features"

Such a big update so early in!

It took awhile but I managed to fix up the camera movement. But that's not the real update, first and foremost there are a TON of new tiles:




Now existing tiles:
BlankTile
Farm
Forest
Grass
Hill
Mountain
Ocean
River (Straight, Curved, T, 4-way)
Shallow Water
Snow
Stone
Swamp
Town

All tiles also now have a their own stats saying what tile they are, what resources are on that tile, and buildings (which I will be renaming to Improvements):



And with those tiles, I spent a couple of hours making this:


The cities, mountains, rivers, and hills are based off of their actual spots in South America. If you're curious how I did it, it was one tile at a time and I recorded it:



It's not 100% because I had to modify the positions of things for the sake of keeping the game simple (and obviously I didn't add EVERY river or even every major river in South America). But it's pretty close to accurate.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

War_2 "New Visuals"

Right now making sure the game has all the assets it needs to run is priority. I've designed the 3 tiers of soldier and a lot of tiles.



All soldiers are animated with Idle, Defend, Attack, and Move animations.

The plan is:
The research system is going to work with you starting off with Tier 1 infantry, and you can research better weapons. Then all the infantry you spawn in will be a higher tier. To upgrade already-existing units you can bring them to "Supply Depot's" which you can build a limited number of on the map.

This may not seem like a big update, but it's because I'm saving the big one for tomorrow!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Monday, July 17, 2017

War_1 "Starting off"

This is the first update for the war game! Any name suggestions? It's supposed to be like a casual Hearts of Iron IV. I have a few thoughts "Totally Absolute War", "Societal Takeover", "Last One Standing". Let me know what you think, and some suggestions because I'm really bad at this.

Anyway, the first update 111 lines of code to handle the camera movement. This movement lets you move left, right, up, down, and zoom in and out (and you're not allowed to go past the map boundary). I also made a visual for the map:


This is just a placeholder (it's too low of a resolution for zooming):

Anyway, that's about it. Just trying to update you guys as I make it!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Sunday, July 16, 2017

A Pause

I'll be pausing the development of The Colony for a bit. Realistically I shouldn't have put up the signup yet (and I'll be taking it down) because it's not even close to being ready.

I want to take a break because its getting harder and harder to program for and its a bit stressful, so I'm thinking that I'll probably make a different smaller game to release (One that won't take longer than a month to complete), and then I'll resume development. I'm sorry for this delay, but with all my daily responsibilities, I need a bit of a breather (and a breather from game development for me, is doing other game development). The good news is though that this means you'll still have a game from me out before summer ends!

Wednesday, July 12, 2017

Colony_39 "Important development"

One of the biggest 'core' features of the game is being developed and is almost ready to reveal. In the meantime here's some concept art:



And a finished model:

Wooden Club
Thanks for reading, sorry for this being short, and I'll see you in the next one!