Army movement - this is how the thing looks on the bluestacks (tablet) emulator. For some reason I cant get my point sprites to be rendered correctly on it.
Alright, since my Bachelor thesis has been finished and thus stopped eating my time I have trying to get back to devving. But as things tend to be, if you stop a project for several months you just lack the enthuiasmn to get right back to it and there is also another (android) project I had in mind since years.
Its a (grand) strategy game in a bit of the style of paradox games. The grand however not being the focus here. Surprisingly enough, its actually not paradox games like Crusader kings or victoria II which motivated me to start this project. The original stem of inspiration was actually the A song of Ice and Fire book series and when I first read this I first thought “Man there should be more games where you actually get to play the game of thrones!”.
The other source of inspiration is my favorite game Mount & Blade Warband which basically does the above just that the diplomatical aspect without mods was rather… lackluster.
It was after that time, that I started playing grand strategy games by paradox. I already had a rough image of how I wanted my game to be but after playing EUIII and CK2, I learned that a lot of my ideas were flawed and thus the reformulation of the game mechanics lead me to the current form of the project.
Lets start this off with a screeny of what I currently did.
Its again a mobile game for the android. However, I also intend to make a windows port afterwards, but the main target will be android and as such I plan to spend the resources with that in mind.
The setting of the game takes place in some fantasy world with minimalistic fantastic elements and you play as a noble house, the main goal being reuniting an empire which has splintered into several small nations. I have not planned alternative goals yet, but would like to do so, since blobbing is kinda boring when you do it for a longer period of time.
The world map is basically structured like this: The smallest pieces are holdings consisting of villages, forests, windmills and the like. These are each bound to a castle and together they constitue a barony. Only castles can really provide soldiers, as such only houses in possession of baronies are of military interest.
I want to focus the game more on a diplomatical aspects (trading “favors” for supporting each other, endebting other houses to you, forming bigger unions and taking control from the “inside”). The latter case kinda being based on the EU and germany but lets not delve into that topic.
Currently I am working on unit movement and planning the details about formations armies can be put into. I will probably make an additional entry for this soon enough.
I’ve finally finished procrastinating my greenlight page, click here to have a look. I’d appreciate any feedback on how to make it better, plus I’ll give full version keys to people who reblog this.
If you love twin stick action arcade shooters, definitely check this out.
Considering that I had this week off from university because of excursion week (am am not sure if other universities do this as well and even less am I sure why the hell this is an obligatory week of for everybody, considering that there are no excursions in computer science courses, but be that as it may), I originally planned to get a lot of stuff done on gamedevving.
Which I obviously didnt, SURPRISE, as I spent a great deal of time working on my bachelor thesis… well that and playing a round in crusader kings and as it just happened, before I knew it, about 26h had passed. Oh boy.
Well, in case anybody is interested in reading what I am working on in my bachelor thesis, it can be grabbed here.
The topic is “Pushdown automata on infinite words” and the whole things basically deals with establishing hierarchies when using different acceptance modes, though this part is mostly summarizing existing papers.
The “final” goal in the end would be to make an algorithm which gets some of the invesitgated automata and then decides whether or not the language it recognices can be recogniced by an automaton hierarchically below it.
Whether you’re indie or AAA, for consoles or computer, I want to follow you and get to know you !
Flying through an asteroid field. This is where bandit hideouts will spawn and in return spawn bandit squads, which is what I will now work on. Transporters are already happily trading away between spacestations and carrying valueable stuff to steal.
Dropping stuff is not yet implemented though, so sadly no stealing - yet.
New reworked background and a new spaceship: the H.A.R.E. Its fast and agile enough to avoid enemy fire, but fragile enough to break after a few shots.
Allright, I have finally finished moving out from at home. Since I am also currently working on my bachelor thesis I had to put my programming aside for awhile.
To report on a bit of progress, I am currently working on inventory system/buying/trading stuff and the like. Simple work, but man, GUI work sure is a downer in terms of motivation.
This is what it currently looks like. I think I need to make some small symbols instead of writing “Weapons”, “Addons” etc. Takes up too much space and is ugly to read.
Currently working on GUI system and stuff. The background render still doesnt look the way I want it to, but I will get that right eventually - I Hope.
Also, I have been kinda trying to work on some kind of economy simulation for this. Not to fancy, but I want to give the player the feeling that the world lives and that whatever he does actually has an influence.
The intended system would work like so:
Each spacestation generates money depending on population and wealth for the AI to use. Also companies which work at these spacestations produce products such as weaponsystems, hulls, “cargo” (which is just a consumable representing stuff like food/clothing/whatever the population needs). This stuff is then bought either buy the population (and kinda disappears), by the AI to build new ships (like patrol ships and stuff) and trading companies which send convoys to other space stations to trade.
Also there is a simple supply and demand system to influence the prices.
So, if the player decides to rob a convoy he doesnt just gain some loot and hatred by the company he robbed, but he also disrupts the trade. Missing weapon systems lead to the AI producing less ships and having a weaker presence.
Missing cargo makes the population poor which in return has its various consequences.
Some of this is implemented, some of this needs to be implemented, some of this will need to be thrown away. But thats anyway the current system I am aiming for.
Today I spent hours on something I thought - or hoped - to be trivial: Outlining of friendly and enemy units.
I tried quite a few approaches, in the end I ended up rendering the model twice. Once normally and a second time with the vertices extruded along the normals AND - and thats the catch - Front face culling enabled. It kinda got me the desired effect without doing super-expensive post processing operations like edge detections and stuff.