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Tactics of World War One #481233
08/14/20 21:58
08/14/20 21:58
Joined: Feb 2005
Posts: 48
Hamburg, Germany
Jerome8911 Offline OP
Newbie
Jerome8911  Offline OP
Newbie

Joined: Feb 2005
Posts: 48
Hamburg, Germany
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!

Last edited by Jerome8911; 08/14/20 22:02.

Visit my indieDB page for Tactics of World War One

Or download Scheherazade's Journey, made for the A8 Winter 2020 Game Jam

Re: Tactics of World War One [Re: Jerome8911] #481234
08/15/20 03:36
08/15/20 03:36
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
Serious User
jumpman  Offline
Serious User

Joined: Apr 2002
Posts: 1,246
ny
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?

Re: Tactics of World War One [Re: jumpman] #481237
08/15/20 07:39
08/15/20 07:39
Joined: Feb 2005
Posts: 48
Hamburg, Germany
Jerome8911 Offline OP
Newbie
Jerome8911  Offline OP
Newbie

Joined: Feb 2005
Posts: 48
Hamburg, Germany
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.


Visit my indieDB page for Tactics of World War One

Or download Scheherazade's Journey, made for the A8 Winter 2020 Game Jam


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