Many machines, new machines…
Remember the ‘Stone Soup’ fable? This is sort of like that. Everyone contribute something to make a nice weapon, er… soup.
Terrain; where it is and what it looks like. Sounds simple enough, but of course many things are more difficult than they sound. So I’ve spent a couple weeks working on editing tools for laying down terrain and painting it with textures. It all has to work within the confines of the game naturally, but […]
Aside from the double top secret things I researched this last week, I enhanced the terrain editor so I would have finer control. This in turn led to hours sitting around making shapes and structure on the terrain. And that in turn led me to refactor the way line-of-sight is calculated. And that eventually landed […]
For the last week I’ve spent what seems like uncountable hours working on save/load support. It’s that point in the project where it needed doing, so it is now done. Unfortunately, there isn’t really a lot to look at other than a compressed binary save file. As exciting as those bytes are, I’ve declined posting […]
Smaller mission, with tighter game mechanics and a larger video file (I almost make it to the end).
After a week of being chased by some tough, tough bugs (state machines, matrix math, don’t ask…) I decided to pluck a strawberry, so to speak, and see how it tasted. I put in a version of CW1/CW3 style collectors to test how they would work. Now, they are different in that they don’t insta-deploy. […]
New video time! Btw, if you would like to discuss this with other citizens of the Creeper Nation, you can now do so on a brand spanking new Discord server. Here’s a widget to connect, followed by a video and screen shot of Mortars in action.
For this week I’ve been exploring network and energy models. Things like optimizing when to show paths, decoupling energy production from network nodes, etc. Additionally, I’ve been exploring ways of dealing with emitters other than the CW3 “blow them up” model.
Here’s a quick screenshot with packets in action. I’ve kept the path highlighting as packets make their way to their destinations. I’m also playing around with some terrain elements that you can see in the lower left of the screenshot.