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Started by Prime_8, Jun 18, 2019, 06:55 am

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scifidude79

I was going to point out the boat on the land. I should have known you'd have already seen that.

Looks like a lot of fun. It definitely sounds like you and your friends were having a lot of fun. :)

scifieric

Quote from: scifidude79 on Aug 07, 2019, 10:31 pmI was going to point out the boat on the land. I should have known you'd have already seen that.

Looks like a lot of fun. It definitely sounds like you and your friends were having a lot of fun. :)
I agree!  LOL!  Barbara (whoever she is) sounded like she was having a GRAND old time!

I loved both the last two videos.  Very, very cool, Scott!  I'm extremely impressed!
3DSciFi.com  Welcome!

Prime_8

its one of those things where it is nowhere near complete, but by playtesting we have found some things already that were unexpectedly fun. we hit a list of 17 bugs.

I'm working on that bug list now before too much new is added and compounds any fixable errors.

She's not ever even played RTS before, just Mario and GTAV and a bit of  minecraft .LOL

# bug tracker

<<DONE>> 1) Camera needs to move faster when zoomed out
<<DONE>> 2) Camera zoom with mouse wheel
<<DONE>> 3) Debug spawn for our purposes; spawn 10 instead of 1 per button click for now
4) Add no-go-zones under the land to fix boats-lost-on-land
4a) Buffer around land gone. Add it back.
5) Move boats to location based on count
    5a) 2: B B

        3: B B B

        4: B B B B

        5:  B B
        B B B

    7:   B
        B B
        B B B B

        8: B B B B
        B B B B?

        etc...
6) Show user health of selected enemy ship
<<DONE>> 7) Point ship towards heading on creation ( also required a short move call too )
8) Sounds crazy loud when close
9) Disable collisions on ships when spawned
10) No way to lose, no way to win
11) Guns/missles can't auto-attack
12) Boats are way too light; how they react to the world needs adjust
13) Boats need to avoid collision, not just push away
14) Double click on a unit to select all of that type on screen
15) Fix dispersion vs mean location.

Prime_8

started fixing teh nave mesh, im gonna isolate the coastline as shapes, and then turn them into flat shapes and extrude them.

scifidude79

scifieric

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Prime_8

isolated and decimated and hand-corrected to ensure oathing where I need to go, the Nav-mesh for the AI is almost done. it works like this and works well. it solves a few bugs.
When I found out Godot's navmeshes were just a simple mesh, I made a crack at making it by hand vs running the in IDE tool that generates one.  The tool is awesome but it has some flaws, and to way to hand-edit or fix those flaws.
So blender, kicking ass and winning again.

the pic is boring but it represents the surface where the ship are able to go.

scifieric

Now THAT is amazingly COOL!  Well done!
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Prime_8

went back to killing bugs .. and working through the 'List'

lol but Hey the game is winnable now, as of an hour ago. if all opponents units and buildings are blown up, last one standing wins.
I plan on adding a spectator menu, where they can have a chance to do chance effects on remaining players.

ie chose to help or hinder a specific player while spectating.

# bug tracker

<<DONE>> 1) Camera needs to move faster when zoomed out
<<DONE>> 2) Camera zoom with mouse wheel
<<DONE>> 3) Debug spawn for our purposes; spawn 10 instead of 1 per button click for now
<<DONE>> 4) Add no-go-zones under the land to fix boats-lost-on-land
<<DONE>> 4a) Buffer around land gone. Add it back.
<<DONE>> 7) Point ship towards heading on creation ( also required a short move call too )
<<DONE>> 10) No way to lose, no way to win
<<N/A >> 9) Disable collisions on ships when spawned
    > not feasable for not much return , I now call a move 1st time at spawn to fix it .

5) Move boats to location based on count
  >> look at creation of unit formations for cohesive movement.

6) Show user health of selected enemy ship
   > have dynamic positioning active when a unit is targetd
   > managed for target existance
   >> need to make teh  shield and HP bars and link them up

8) Sounds crazy loud when close
     >> need sounds & options menu

11) Guns/missles can't auto-attack
   >> turn on unit state machine
    >> need to seet targeting command menu to enable weapon AI
   
12) Boats are way too light; how they react to the world needs adjust
   >> add a virtual mass?
   >> linked to itme 13
   
13) Boats need to avoid collision, not just push away
    >> possibly feeler rays ? not sure
    13a) Fix dispersion vs mean location.
   13b) Use mean to mean offset for motion

14) Double click on a unit to select all of that type on screen

scifieric

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Prime_8

Thanks . I'm still chipping away at the list

Got number 14 done last night and started on #6 . 
^ is a bit more technical as it requires me making a render texture and a shader specifically for it.

essentially I have to make the display on a mini hidden window. so it shows all the data I need. then it's captured as a texture to cover the selected unit info sprite.

^^ clear as mud rite ...it will make sense when I can grab a video of it working.

Prime_8

Oh Eric, 'Barb' in the videos is Heather's user name on most online things. ( as in my wife Heather. LOL ) 


Work took much of my time today, so not much done

scifidude79

Ah, that makes sense. Well, Heather/Barb sounded like she was having a great time. That also explains why she was shooting your units before you were ready. ;)

scifieric

Quote from: Prime_8 on Aug 13, 2019, 08:43 pmOh Eric, 'Barb' in the videos is Heather's user name on most online things. ( as in my wife Heather. LOL ) 
Quote from: scifidude79 on Aug 13, 2019, 10:29 pmAh, that makes sense. Well, Heather/Barb sounded like she was having a great time. That also explains why she was shooting your units before you were ready. ;)
NOW that makes sense!  LOL!  The only person who can do that ... and LIVE!  LOL!
3DSciFi.com  Welcome!

Prime_8

haha yeah. 
I got some of the art stuff done.

I made  a thing that contains the parts, then it gets turned into render texture much the same as a blender render texture. then it can be put on any quad or any mesh with UV's liek a standard texture