Sunday, February 13, 2011

RTS Project

Iv'e been putting up a lot of screen shoots of tile editors and whatnot lately and finally it felt good enough to move away from and start poking around with making an actual game - which currently aims to be sort of an old school RTS but in 2011 style ;)
To start making an RTS one must first consider the very fundamentals of RTS games. It boiled down to unit AI for me, so iv'e started coding a system that handles it all.


Here's a couple of my system components:

* Team management
* Commander & Base management
* Unit on-screen selection using a selection box
* Unit to unit detection
* Unit to unit line-of-sight checking (for determining if we can fire at target)
* Unit squad assignment
* Map grid - for structures and vegetation etc.
* Sector grid keeping track of units for fast lookup


And here's a couple of screen shoots of some of the things iv'e gotten so far:


What buildings might look like:



Squad assigment (Cyan colored lines indicate squad connections):



Targeting (Line of sight) (grey colored circles are unit fire radius, red lines between units indicates line of sight is open and we can fire at target):

Monday, January 31, 2011

Global Game Jam 2011

I participated in the global game jam, which is a worldwide event giving people the challenge to create a game over a weekend. Here's what my group was able to produce in those 48 hours: link

Sunday, December 12, 2010

New game released!

(NOTE: I am no longer working for the company Deadbug)

Totally forgot to mention, but we at Deadbug released a new game a couple of weeks ago; called Space Boss!

Here are a couple of links to it if your'e interested:

Video review: http://www.youtube.com/watch?v=iwBr1lEoGbw

iTunes link: http://itunes.apple.com/us/app/space-boss/id383096190?mt=8

Saturday, December 11, 2010

Tile editor update

I dont really have much new stuff to show off right now because of most progress made is in functionality and not represented visually yet, but I do have one screen shot to put here.

What this image is showing is basically a tool in the editor that will allow the user to paint elevated tiles surrounded with cliffs (think red alert 2 cliffs) with much ease. the blue squares are the area painted on, the red squares are the edges of the painted area and the yellow box is just a bounding box displayed around each separated area.

Tuesday, November 30, 2010

Tile editor update

Only bringing you screenshots this time, whats new here is iv'e added elevation (tile heights) and also your'e painting tiles using a brush (only a rectangle brush is available right now).
There is a point light following the brush to.




Sunday, November 14, 2010

Tile editor part 1

A preview of my tile editor is available here

Use wasd keys to move the camera around and the mouse to paint tiles :)

Wednesday, November 10, 2010

More Tilez!


Got some results in Unity now, quite nice how little time that took to port from XNA :)
Now to optimize tile creation, combine meshes and find/make a optimized shader for large (read HUGE) tilemaps.

Oh, and the tiles in the image is borrowed from Advance Wars.