February 3, 2017 at 5:08pm

Week 4

It was really hard to be productive this week for some reason but I still managed to reach my goals.

This week I succeeded with;

  • Finishing the UI system
  • Assigning orders to NPCs to dictate their current AI task/state
  • A system for building / placing structures
  • I kept the attribute system I was supposed to replace as-is .. turns out it works very well!

I tried to merge most of the features done this week in the gif below… two types of buildings placement (mouse driver & character driven) as well as the UI and being able to focus on a unit to follow it (Needs UI and HUD feedback).

Week 5 (already!) will be spent working on;

  • Everything projectiles to shoot stuff (What they look like, projectile speed, rate of fire, etc)
  • Concept of team” (So we can later on use it in gameplay)
  • Building” behavior (Time it takes to build, animate it, etc)
  • UI for the currently selected unit (So we can issue orders, see health..)

Next week should be the last week I avoid networking otherwise it’s going to get more and more complex and I progress. Hopefully I reach goals and start multiplayer code on week 6🙏

Thanks for reading 😘

Radar station constructionRadar station construction

February 1, 2017 at 5:08pm

Base UI system is done!

The base UI system is done and more importantly fully scriptable. Hopefully these efforts will pay off once I am ready to implement Lua mods.

Next up, placing buildings!

Radar station constructionRadar station construction

January 31, 2017 at 3:34pm

UI is underway

Did not manage to work on the game yesterday so today was all about UI. As planned it should take a full 2 days and should be completed by tomorrow.

In other news, I messed around with a minimap system to switch it up a bit.

MinimapMinimap

January 27, 2017 at 3:43pm

Week three

While the game still looks the same on the surface, I am getting closer to beginning work on gameplay elements.

This week I succeeded with;

  • Cleaning a ton of code 😴
  • Making a real system for vehicles, with multiple passenger doing different tasks
  • Implementing split-screen with dynamic Drop-In/Drop-Out
  • Coding 30% of the UI system

As you can see with the screenshot below, the UI is somewhat working but I still need to fix some things before moving on.

Next week should be spent working on the following;

  • Finishing the UI system (should take around 2 days)
  • Assign orders to NPCs to dictate their current AI task/state
  • Attributes system for HP and such (Got one right now, it’s crappy)
  • A system for building / placing structures

UI TestUI Test

January 26, 2017 at 3:35pm

Splitscreen progress

It is now possible to Drop-In / Drop-Out of splitscreen at anytime by simply pressing any button on an unpaired controller.

Right now the first controller is being assigned to player 1 which can also use keyboard and mouse.

Most of the stuff I’ve shown this week is boring but a lot of work is being done backend. Real gameplay action is coming soon 😄

Tomorrow I’ll get started on a real UI manager.

Dynamic splitscreenDynamic splitscreen

January 25, 2017 at 4:41pm Local splitscreen multiplayer is bornLocal splitscreen multiplayer is born