Tactics of World War One

Posted By: Jerome8911

Tactics of World War One - 08/14/20 21:58

Hi everyone,

although it got quiet in this forum in the last couple of month, I did not want to spam everything into the "what are your working on"-thread. So I thought it was about time to start a dedicated thread for my project.

So here comes a short update:
I wanted the tutorial to be more interactive, so I reworked some of the early parts of the game recently. I made a short video of the first few seconds of the tutorial mission, intented to teach the player the flanking maneuver (a core game mechanic):
[Linked Image]
click on the picture to open the video on imgur

What do you think? Are the explanations clear enough? Is it clear to the player / viewer wether the flanking works or not? Or is there anything else you like/dislike?

I do not like how the font for the subtitles looks like, but I do not know why this true type-font looks that pixelated? Any suggestions?

As always any feedback is very welcomed!

Best Regards!
Posted By: jumpman

Re: Tactics of World War One - 08/15/20 03:36

WOW. This looks amazing! Please record more video and upload for us!

How did you code the units? Each unit has their own while loop? How did you program the pathfinding?
Posted By: Jerome8911

Re: Tactics of World War One - 08/15/20 07:39

Hi jumpman,

thank you for your kind words!
Quote
How did you code the units? Each unit has their own while loop?

It is a three layered system, like in a lot of similar games.
At the lowest layer, the action which is executed by the unit, mostly animations and physics are handled. This layer is executed in each frame.
At the middle layer (the most important one), which is executed by every group (4 - 12 individual units), the AI functions are performed, like attacking enemy groups in range. This layer is only executed in every fourth frame.
At the highest layer, which is only executed by computer controlled factions, strategies are executed, like having groups as a reserve to react on the players action.

I am using while loops. I don't know if it is slower as other possibilities like discussed in here and unfortunately I am too late in development to revamp the whole code.
Quote
How did you program the pathfinding?

I am using the Dijkstra algorithm, which is only executed once per "move to"-order. On rare occasions you notice a short lag when a lot of units are moved a long distance, but usually its very fast.
© 2024 lite-C Forums