Programming progress

This is what I’ve finished since last post:

Fog of war
Sound manager
Particle effects
Hiding houses when camera is inside
Shadows

Work left:

Tweaking & testing

fog.JPG

shadows.JPG

/Martin A

First successful AI playtrough :)

Have had much to do the recent weeks, making the AI a fun opponent to play against. There have been lots of tweaking and tuning variables to make it behave in a good way.
So today, for the first time I let the AI play and finish the game. I wanted to check all the behaviours it showed during a match, how it prioritized different goals and how it ended a game. Of course it made a couple of strange decisions and behaved very weird at times, but it managed to play the whole game which was very satisfying to see.
The main things to fix are to make the agents complete the goal they had before they for example encountered an enemy they had to dispatch. It works sometimes, but not every time. Sometimes they tend to stand still until something triggers them.
Also their behaviour when being very much stronger than the rest of the opponents should be much more aggressive.

Oh, and I’m happy to announce that the yellow team won :)

/Bo

Gameplay-progress

It’s been a while since a posted something, have been busy working on the gameplay. It’s almost done. The following gameplay elements has been implemented:

Controls for selecting units, grouping, and shortcuts.
Upgrades for all units, specific upgrades for the leaders.
Weaponshop with all weapons added.
Attacking with all weapons implemented.
Zone conquering
Fortification
Win the game
Menus

gameplay.JPG
menu1.JPG
options.JPG

On Wednesday I will start with the minimap.

//Anton

Pathfinding progress

Haven’t got a movie this time, but I have worked with path smoothing for the units and trying the fix the collision problem. Have also fixed some minor pathfinding bugs. Hopefully there will be a movie next time.

//Markus

AI def. behaviour and upgrades

All components of the defensive behaviour has now been implemented. It’s not perfect yet and need lots of testing, but I will have time to deal with that later.
One quite big thing left is to make a proper priority system for zones under attack. How many units should be deployed to stop enemies taking over one of the zones one team has? Wich of the zones have the highest strategic value?
I’m thinking of using the already implemented priomap that the team uses for take-over-prios to determine the strategic value. By doing it this way the strategic prio will change with the teams alignment. Also the prio will affect the size of the counter-team trying to prevent an hostile-take-over. This counter-team will consist of a part of the aggressive units. A part determined by the main-teams defensiveness.

I’ve also planned to implement all unit-upgrades into the AI before tuesday next week.
I’ve got three upgrade priorities done, but there are much more to implement. But it’s quite easy work, so I shouldn’t fall behind schedule.

//Bo

 

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