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Wasteland, the Clanwars (reworked) #197547
10/13/06 13:34
10/13/06 13:34
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Wasteland, the Clanwars (reworked)




The Demo: (the link is beeing used for future demos, I will insert the demo here by time)
wasteland demo
link to the website
wasteland.at


Wasteland, The Clanwars:

(This is a total rework of the previous version.)

Wasteland is a Realtime Strategy Game
set in the dark time after the Apocalypse.

Humand Kind fougt a senseless war in the 20th century,
wasting the planet with nuclear Fallout.
Now, 109 years later, the human race rebuild itself
in some places. Living in a desolate wasteland, scavanging the
remains of what once was.

New Clans and dwellings arose out of the homeless tribes of the
last decades.
New and powerfull cities and trading-clans emerged. But the
vast deserts are still a non forgiving place.


Unit types:

Infantry:

Scavanger: the workforce og the dwellers, collect Scrap, Oil and Build Structures

Trooper: Main infantry unit, equipt with a saml automatic gun

Flame: Devastating infantry unit, weilding a FlameThrower

Angel: Passive unit, healing wounded infantry

Shadow: (to be anounced)


--------------
Vehicles:

Trike: Cheap and fast vehicle, for scouting

Buggy: A vehicle, build up by scavanged reamins of cars, effective in ground and Air combat.
2 ruthless mercenaries operate this vehicle.

Pounder: (to be anounced)


--------------
Air units:


Glider: A small gliding Airunit, effective against infantry

Cargo_balloon: An airborn transporter, to quickly load in and drop Groundunits


Observer: (to be anounced)

Nova: (to be anounced)

Zeppelin: (to be anounced)


-------------------

Special Units:

Raider: a close-combat unit weilding a sharp dagger,
can only be hired

Grudge: (to be anounced)





The resources in the game are:


Scrap (rusted metal, wood, brokend parts of the beforetimes)
Water (pumped from deep fossil watersources, required to survive in the desert)
Oil (pumped from old ramains like Gas-Stations and Industry of the beforetimes)


Stay tuned for more updates, and some Demos to test the gamplay.

here the old A5 demo:

clanwars.zip
122 Comments
Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197567
10/14/06 22:58
10/14/06 22:58
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
So far you did a very good job. I especially like the terrain and map and the build-up animations of the buildings. Are you planning to add any sentry towers or guard towers btw? Or perhaps wall structures? Anyways, keep up the good work, as I'm experiencing myself at the moment how difficult AI programming can be.

Another question by the way, you use a node system for pathfinding, right? (in your latest version too?) You simply put 'beacons' around structures, so they won't run into them, or do you store all possible routes into a txt file? My own pathfinding works perfect with levelblocks, using scans and checking the content, but this doesn't work with model-only levels ...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197568
10/15/06 09:03
10/15/06 09:03
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
There will be defensetowers and Bunkers for the Infantry.
I dont know about the walls. They actually look nice, but this also complicates the
buildup a bit. Maybe I place fixed Walls/Camps, where the player can Build
his Building into, but is not required to. This way a camp is less vunerable, as
it only has some entrances.

There are no nodes in the classical sense. (path-entities with a free x,y,z position)
This Pathfinding knows only one thing:
I have a 100x100 Grid. Every unit can only move from a passable gridsquare to the other.
Buildings and Mountains block gridpoints.

There are no scans or traces, it is just about handeling a 2D passability grid.
Units bum of each other with an aditional function. The cloder they are to another unit, the
more they push this unit away.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197569
10/15/06 09:41
10/15/06 09:41
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Very nice, but what I noticed while playing:
If you build a trooper in the baracks (sp?) its counting up to 100 which is normal, but although it has reached 100 for quite a long time, no trooper apears.
This only happens if you have already produced some troopers.
(and no I did have resources like 7 water, 1000 oil and over 200 metal-stuff)

Another thing which would be nice to implement:
If you have multiple units selected (like: 5 troopers) and send them to a location, they are running "into" each other while trying to reach the target.
So a "formation" or "group" movement would be handy for thoses situations.

Re: Wasteland, the Clanwars (reworked) [Re: Xarthor] #197570
10/15/06 10:11
10/15/06 10:11
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
On top there is the used-water and the available-water.

The release of the trooper stops as long as there is not enough water
(trooper needs 1 waterunit)
You can build units, but they are only spawned whenever there is enough water available.
you need to build more waterwells then.

The troups share a calculated path for speed reasons,
so sometimes a unit tries to go one step back to start the pathfollowing.
I have to see how to improve that.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197571
10/15/06 11:50
10/15/06 11:50
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I just found another bug:
you can build units and buildings, even if the buttun does not show up...
So you ca build flames without the laboratory...

I just fixed that.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197572
10/15/06 12:09
10/15/06 12:09
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
Expert
Xarthor  Offline
Expert

Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Ok, guess I just miss-interpreted the hud stuff, lol
Uhm another suggestion:
- a Cancel Button for a building process, so wether its a building or a unit which is currently build can be aborted.

- If have a unit selected, deselect it by left-clicking somewhere else.

Re: Wasteland, the Clanwars (reworked) [Re: Xarthor] #197573
10/15/06 13:58
10/15/06 13:58
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
I have uploaded another demo, same downloadlink,

Please check if the buildup works properly.

I think that sometime buildings dont appear, even if they use scrap
when build, please chack that.

Now you have to build an oilwell to get oil.

There is also a "Fow", well without the Fog, but you see units only
if they are near.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197574
10/15/06 15:05
10/15/06 15:05
Joined: Nov 2002
Posts: 2,148
Germany
Dima Offline
Expert
Dima  Offline
Expert

Joined: Nov 2002
Posts: 2,148
Germany
Quote:

I think that sometime buildings dont appear, even if they use scrap
when build, please chack that.




This bug is confirmed! It's very annoying.

Auch das Sammeln funktioniert nicht so gut! Die Typen sammeln im Lager das Metall perfekt! Außerhalb des Lagers, also die nächst mögliche Schrott-Quelle erreichen sie zwar, aber das Sammeln ist dort mit Fehlern verbunden. Sie sammeln, laufen zu HQ, kommen zurück und machen nichts! Man muss den wieder den Befehl geben!
Die Bunker und Flacks scheinen nicht zu funktionieren!

Liebe Grüße,
Dima


I'm not afraid of competition cos I'm know that I'm best
Re: Wasteland, the Clanwars (reworked) [Re: Dima] #197575
10/15/06 15:11
10/15/06 15:11
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
Expert

Joined: Jan 2003
Posts: 4,305
OK, I have to check the reason for the deappearing buildings.
Was this right after you got attacked and killed some units?


I worked on the scavanger dropfunction.
If they get pushed off the course, they get a problem reaching the
pile or HQ, as they stop but dont have the pile or HQ close enough.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197576
10/15/06 17:40
10/15/06 17:40
Joined: Nov 2002
Posts: 2,148
Germany
Dima Offline
Expert
Dima  Offline
Expert

Joined: Nov 2002
Posts: 2,148
Germany
Quote:

Was this right after you got attacked and killed some units?



Already before!


I'm not afraid of competition cos I'm know that I'm best
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