Hello everyone and sorry for the hiatus in writing posts here. The project is still going on but I have had less time to work on the videos and at the same time I would like that the videos had better quality. So it is very nice that the YouTuber perafilozof has made a videoContinue reading “Combat demo”
Category Archives: Yleinen
Combat modes and engagement modes
I’m working on getting the combat to a state that it can be played a bit more easily. By this I mean that the player should see what’s going on and he should also be able to get the ships to do what he wants. To this end I added the combat modes and engagementContinue reading “Combat modes and engagement modes”
New projectile and hit effects
While working on the whole weapon and damage system I have “relaxed” by doing visual improvements at the same time to replace placeholder visuals. I’ll talk about the damage system later, instead of that you can see some shooting actions by fighters. There are bars for hull (health points) and shields above the ships, butContinue reading “New projectile and hit effects”
Updated combat visuals and music
I have worked on making things a bit more prettier. Previously there has been mostly only placeholder effects but now I began planning on what the visual effects and such should look like. I learned to use GIMP to make my own textures, Blender to make some basic meshes and started using Amplify Shader EditorContinue reading “Updated combat visuals and music”
Multi turn travel
Previously the fleets have travelled from star system to star system in one turn. This was simpler to do and was meant to be only temporary. So I now improved the system so that the fleets can spend multiple turns travelling from star system to star system. Seems like a small change in the videoContinue reading “Multi turn travel”
First “playthrough”
As the game can now technically be played from start to finish, let’s do that. Of course there are a lot of features missing but let’s not mind that. I’m quite happy to be at this point now. I started about a year ago and one goal has been to get the game into thisContinue reading “First “playthrough””
Warmongering AI civilizations
Finally I can show some results of the work I have done in the last weeks with the enemy AI in the star map view. The AI now positions its fleets to defend against enemies and launches attacks in suitable situations. There also is an automatic combat resolver which approximates the result of a combatContinue reading “Warmongering AI civilizations”
Food, growth and expanding AI
I decided to explain a bit how the food and growth system on the planets work. This includes the food transporting system which was done already many months ago but I haven’t explained it yet. Also in the end of the video you can see how the AI expands in the map. It tries toContinue reading “Food, growth and expanding AI”
Strategy AI and choke points
I finally started working with the strategy map AI. I want the AI to be smart so it can match the human player on harder difficulty levels. So I think it is important that the AI can for example use the surroundings to its advantage. So I made an algorithm which detects these choke pointsContinue reading “Strategy AI and choke points”
Message log
As the combat side is ready enough to play out simple battles against the AI, I moved on to the strategy scene. One big thing to do here is the strategy AI. It can already expand quite nicely but it assumes there is no one else in the game. While I was planning how toContinue reading “Message log”