Experimenter with better 3d models, animations are tough
Decided to implement better models but animations are still rough :)
My hats off to professional animators, without free packs this would be impossible for me :(
Decided to implement better models but animations are still rough :)
My hats off to professional animators, without free packs this would be impossible for me :(
Very early prototype of my campaign procedural map. What do you think should i leave the height contours on by default or not, i am leaning towards having them always on.
Decided on name and now working on demo :) Anyone willing to play test early are welcome !
Lots of free placeholder music and assets still :)
Here is a quick demo loop :)
Found this nice repo for procedural eztree(https://github.com/dgreenheck/ez-tree) that inspired me to create similar trees for my game.
Added AI to my game and lost the battle that i was testing for latest bugs, and hunting for FPS leaks :(
I want to have man variations of characters without too many portraits so decided to create a rigging tool to combine base/hair/beard sprite sheets into avatars that game can consume later :) Might cut it out and publish it as public tool if enough interest arises :)
Work is progressing towards classes or doctrines as i call them in game, each doctrine allows specific style of play. They will be akin to classes, but in final game you can select 1 primary and two secondary and mix skills of each to create builds that work for you.
I designed pikes as very strong defense class with very limited mobility, moving breaks brace formation that all pike equipped units have. So without any special skills pike units are excellent to hold and pin attacking enemy, but are very vulnerable while moving or unbraced.
So this is one of WIP doctrines inspired by swiss pikemen, which gives pikemen some offensive capability. Allowing them to move while braced, increased damage when engaged, allow recover and fallback to close gaps in formation and also do a limited special devastating charge :)
I am still balancing the game and any feedback is appreciated. Still reworking UI, i feel it's too bloated still.
Decided to jump cut video to show new features.
Meta game is progressing, i created a system where charges/repulsion and breaches in lines can be exploited by special skills that i am still in process of implementation.
When certain conditions meet player can use defensive or offensive skills to influence engagement, sometimes to salvage situation sometimes just to slaughter more quickly.
These skill require correct equipment/training and battlefield conditions to be used.
Currently i have layed out 10 classes or doctrines that formations can learn and use, and started implementing skill from those.
Also added deployables system, that i will later extend currently it was needed by pavise and shield (genoese inspired) doctrine. Troops deploy and can hide behind shields, they can take limited damage until destroyed, they pack it, leave them (for enemy to capture if enemy soldiers don't have shields of their own), and pick them up again. No animation but functionally done :)
Soldiers without deploy able shields can use rocks and woods for cover :)
Feedback appreciated.
Debugging meta game and designing is fun and challenging.
Added RPG elements to game such as lvls and stats, still have way more to add until done.
I added textures to my map and added terrain bonuses that tie into combat, just like in real life terrain should influence combat.
Reworked UI a bit to make it more readable and consistent after feedback i got last.
Reworked ranged to use 3d projectiles, that can even hit friendlies when not careful :)
Feedback appreciated.
Reworked ui, started to add more meat on meta game and combat resolution. also added 3d environment placeholder with camera that can be turned now. Honest feedback appreciated, i am conflicted about blinking damage indicators don't know if they are a good idea.
Worked on switching to 3d models for 2.5D feel and also animations, i think it looks better when compared to previous 3d to 2d sprite models and game feels a bit more lively.
Started working on combat abilities, played around with shaders for deaths. Fixed twitching bug. But now i have formation to be aggressive or normal, normal non behavior is normal boring front line, while aggressive formation tries to surge forward. Red is normal, blue is aggressive :) Feedback appreciated.
Working on formation combat game, i did not want to go for static formations, but not sure if this feel good or not. I allow contact lattices to transform during engagement and soldiers some autonomy when fighting to do their own thing. Formations naturally collapse, but never hold shape. Opinions and feedback welcome :)