Skip to main content

Vehicles in game (again)

It's been a while since i posted any updates. It's not tat I haven't been busy, only that the work hadn't reached a point where it was worth showing.
It's been a lot of small incremental changes, building a modular menu system with widgets and buttons, porting over some of my old code for displaying vehicle models etc...


This is just a dummy menu at the moment. From here I can set the active profile, manage vehicles for testing and jump right in to an in game testing environment.

Each chunk of screen space like this is a widget. It can have a number of buttons. The buttons react to being moused over and clicked. They send a message to the widget to decide how to deal with that interaction. The widget then executes some code and might reset the menu page or load a different one.

Clicking manage vehicles loads this menu:


I've moved some of the structural elements of vehicles away from components mounted in the vehicle and in to a system of options which modify how the vehicle stats are generated. For example, sloped armor is now a property of a vehicle and not something you can just add in the factory. It requires a whole different vehicle layout.

Clicking on contents takes you to the temporary vehicle contents modification menu:


The colored components you can see placed in the chassis will feature images to describe the parts placed there later, but for now it's just testing so they are just colored tiles. During testing I've discovered that I've made the chassis and turrets too big, there's too much space when compared to real life vehicles. This results in vehicles which are too heavy for their size category. I'm going to have to go back and juggle those values some more once I start testing more systematically.

Components are now single entities with a limited supply, if you pick one up from the inventory box, it is removed from the inventory. You can drop it back there by clicking outside the chassis in the contents box, or automatically when you either leave the menu or when you pick up a different item. There will be another screen where you can buy new components to add to your vehicles.

In game you will buy or salvage vehicles and then buy or salvage components to use in kitting them out.

The vehicles are now ready to be added in game:


I think they are a little small right now, so that's another thing I'll be modifying in future.
Next step is working on vehicle combat and movement. After that maybe enemy AI. Finally mission selection and design, UI and mini map and then it's nearly done. At that stage I'll be working on content, like all the infantry sprites, buildings and probably reworking the vehicle models.

Before that though I'm going to be doing some work on refactoring the code so more of the agent's behavior is in the agent states instead of the agent object, that will make it easier to write the AI control code.

Comments

  1. Will a unit be able to steal a working enemy tank?
    Like a engineer or a saboteur?

    ReplyDelete
    Replies
    1. Yes, if the crew is knocked out you can send in your own.
      Have to see how it goes in testing, but capturing enemy equipment is going to be quite a big part of the game.

      Delete

Post a Comment

Popular posts from this blog

Vinland 1936

What have I been up to this month?

Well you can see it in a couple of development blog videos, here, here and here.

Vinland 1936 is a game I've been working on (on and off) for about 3 years. It is somewhat based on the old Nirval interactive game, Blitzkrieg;





I hope you've played it since it is one of the best games ever!!! (IMHO)
Blitzkrieg was a real time tactics game. You didn't build a base, or spawn units. It wasn't about rushing the enemy. You got a small number of troops and vehicles that could be replenished or repaired if you had access to a supply base and the right supply trucks, but couldn't be replaced if lost. Once your vehicles were destroyed and your infantry killed you were finished. You couldn't just churn out some more from your factory and have another go at rushing the enemy guns. This made you invest a lot in each of your units. They really mattered.

It was also procedurally generated. Each mission (except for the historical missions) was…

Telling a story; Creating a Compelling Narrative.

Telling a story; Creating a Compelling Narrative. In this blog I will talk about my own recent brush with story telling and go on to talk about how tools from creative wring can help you to better author the narrative in your games, whether they have a traditional linear narrative or a procedurally generated interactive narrative.

Narrative and structure in traditional fiction  last week I started writing a story set in the world I'm developing for my game Vinland: 1936.

I hope the story will help me to flesh out my game world and develop my own expanded universe which will be a good place to set my games in the future.

After about a week of work, on and off I've progressed the story to outline stage. For each character thread I have half a dozen chapters which plot a course through the events of the story. Each thread is told from the perspective of a different character.


Actually I started writing as soon as I had my outline, but I've since gone back and deleted what …

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.