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Showing posts from 2016

Small dev update and ramblings. Ideals finalized, gameplay imminent!

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A small update considering the state of things, rudimentary AI has been implemented, simple debug spawn and they will run to location of newly placed building and perform the "build" task. I'm still deciding on the initial ideal of the game, Main premises are: Large world  Random Encounters (Feral Animals/Weather/Other Civilizations) Resource Depletion Sense of wonder! To get these implemented might prove challenging, though with some better assets the sense of wonder can easily be achieved with "the money shot"* Designer Note: The "money shot" for lack of a better idiom is generally used for that awe-struck moment a player sees something cool, this is generally easier to do in First Person or Third Person games due to lighting/player vision and forced direction for the player (mostly linear, but non-linear works too). Now, I've never seen this in RTS style games, as generally the environments are static and there's other th

Foundation and general objective based coding...? Update

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A lot of progress has been made on laying the foundation of this project. First and foremost, the assets needed a lot of work ( hey they were free, so I can't complain) so I got started on that, but I'll talk about that more down the blog. Step 1: General functionality. In the last update I got the WASD movement for the camera and bound the mouse for edge scroll. This working nicely, but I will improve on that later. I needed to get to grips with the ability to create objects and place them in the world. For this (As I wanted to eventually place a lot of buildings) I made the foundation functions, primarily, "If button is pressed > create a ghost instance of a build > depending on the button clicked will change the static mesh of the building that will be placed. For generic flow, I used a Square and Pyramid to differentiate between the two objects i was placing; This was mainly to allow for non overlap systems and multiple buttons. Disclaimer: There is a l

Province - The overly ambitious scoped RTS project!

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Blog regarding an overly ambitious Real Time Strategy game/learning experience using unreal engine 4. I've wanted to create an RTS for quite a while, though with work and lack of hard coding knowledge, there was always a mental blocker of time vs learning vs wanting to have fun! That being said, a lot of reasoning as prompted the excelled learning ambitions to take hold, as such, with the help of the internet; I shall attempt to bring a small portion of my ideas to life. Initial issues! My main reasoning for not wanting to create small projects on my own was simple: I lacked assets! Sure, I could have made my own, but I'm not a great 3d artist, I can create assets, but it's time consuming to gather the reference, block out the model, unwrap and texture etc etc. This, coupled with my idealogy of wanting my content to look somewhat presentable disheartened me to start/created/finish even a small project. With that being said, and scouring multiple sources - even things