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SiegeLord Fri 1 Jan 21, 03:34
(This post is marked spoiler. It will be hidden for some viewers)

Uploaded my entry, and here's a windows binary: http://siegelord.net/files/Repercussion2_WinBin.7z

Had some last minute bugs and balance issues. Also I think the game is poorly optimized... I certainly saw some CPU-related stutter on my old laptop... maybe I'll optimize it post-competition if people complain.

Jeez, just get a Threadripper, it's 2020 (or 2021 I suppose) after all!

SiegeLord Thu 31 Dec 20, 11:29

I think I'm done for now. While I still have 24 hours left, in principle, I really don't feel like working on this anymore. I'll spend the remaining time just packaging it, making sure it works on a non-threadripper system etc. I am happy with how it turned out.

SiegeLord Wed 30 Dec 20, 22:54

Today's the last full day to work on this. To keep myself focused (and for my own amusement), I'll be streaming my work at
https://www.twitch.tv/siegelordex.

Don't watch if you don't want to be spoiled, however!

SiegeLord Sat 26 Dec 20, 10:58
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I worked some on UI and also making construction/unit training not be instant (pretty tricky actually). I made good progress, but there's still some work left to do (e.g. a minimap and also resource utilization/tracking).

I think I'm still on track, but I might need to take off an extra day off work to finish things.

Tomorrow is the remains of the of the UI, and then I get to work on gas canister!

Here's a video of the progress on the UI:

http://siegelord.net/files/repercussion2_scn11.webm

SiegeLord Thu 24 Dec 20, 10:23
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Added some harvesting logic and some farmers! Now you can train farmers and send them off to harvest mushrooms and crystals!

http://siegelord.net/files/repercussion2_scn10.webm

SiegeLord Tue 22 Dec 20, 08:54
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Added mushroom farms... sadly, right now mushrooms are treated as belonging to an enemy team, so the tractors end up attacking them.

SiegeLord Mon 21 Dec 20, 05:42
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Tough day today, but I got a semi-working version of building orders and you can now also construct units from buildings... it's all hacked up and everything is instant, but it's fine for now.

http://slabode.exofire.net/files/repercussion2_scn8.webm

SiegeLord Sun 20 Dec 20, 10:34
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Started on the "build structure" order.

Also, spent a lot of time figuring out how to correctly sort isometric tiles... I concluded that the "right" algorithm is untenable, so I hacked up a quick version based on the `y` coordinate + cludge for the sprite height. I may switch to proper z-buffering later.

SiegeLord Sun 20 Dec 20, 03:26
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A small update, I put the tiles into the game. I had to re-render the tiles as I got the sizes wrong, but now it looks okay (I am missing floors from the wall tiles, yes.) Here's a mini-video of the what that looks like: http://slabode.exofire.net/files/repercussion2_scn6.webm

A nice feature of Rust which came in handy here is pattern matching. I use it to pattern match the solidity of the tiles as a quick-and-dirty way to assign tile indices to the tiles. E.g. here's an excerpt for matching an outer corner facing north-east:

match (s1, s2, s3, s4, s5, s6, s7, s8, s9)
{
// ...
(_ , false, _ ,
true , true , false,
true , true , _ ,
) => 9,
// ...
}

The pattern describes a 3x3 neighborhood around a central tile. `true` means that the tile is solid and `false` is empty, while `_` is a wildcard.

I think it's a nice example of the code structure really matching up to the visuals.

SiegeLord Sat 19 Dec 20, 10:07

Worked a lot on unit orders today. Now units can attack, retaliate... I added a basic weapon so they can now damage each other. I still need a few more order types, but it's good enough for now. I've started making the graphics for the terrain... again, in Blender but rendered in a pixellated way. Haven't inserted them into the game yet, however (the screenshot is just a mockup) that's for tomorrow.

SiegeLord Fri 18 Dec 20, 10:27

Not much done today, but I did start working on sprites. I am going for a pixel-art vibe, but since my units will have 8 rotations, I want to try to produce pixel-art-like stuff using Blender as a starting point. We'll see how it goes, but for now here's a screenshot of one of the units (it's very rough, so not marking this as a spoiler yet):

SiegeLord Thu 17 Dec 20, 09:38

A fun development day. I added a full physics engine, but then removed it entirely as it just wasn't adding anything. Instead, I finished up my pathfinding implementation, and now my little units are mostly capable of maneuvering around each other!