Posts Tagged ‘Pathfinding’

Hey, those are units…

Tuesday, March 4th, 2008

Demo 009

After months of coding and design, the game is finally taking shape as I can now handle units on the screen. I put several finishing touches on the selection system and the scroll system to prep the RTS for another build. Also I have recently added numerous new script variables to a root script file that allows my other developers and I to very easily tweak the code before it runs. I added script variables for screen size, tile size, an array of GUI/mouse interaction variables, nearly all variables involved in the scroll system, and even variables to set preferred frame rates in the graphics engine. I am still amazed at just how helpful these script variables can be, and how they make the designing of the game much more simple and enjoyable.

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Maps make the world more fun

Saturday, January 26th, 2008

Having noticed the many tasks that I still needed to implement, I quickly established a short term game plan for getting through these next set of obstacles. I knew that map map creation would need to be done at some point, and I also knew that it would help stimulate my artist to start cranking out some useful tiles. Hoping this would be a relatively simple process, I came up with a list of necessary variables for each tile, and started by creating a small script file that could be read into the game using a small scripting engine I wrote a while back. This is the same scripting engine I use to save and load game variables and the picture file. Using this very small script file, I talked my designer into creating a map without the aid of a fancy designer, making all changes to the raw data. While he came up with a small map, I created a Tile class and wrote a function to read in the tile data out of the newly created map file. The file loaded in beautifully, allowing me to see the tiles that he had arranged. After a few preliminary modifications to the Tile class that will later help with the path finding, I added a few script variables to the game file to auto load the default map file and called this task completed.

What next?

Friday, January 25th, 2008

After completing the scroll engine, and implementing a working pause system, I found myself at a decent stopping point to take a break and collect my thoughts. However, I found that I was very pleased with the progress so far, and after a brief break, I jumped back in by working up a list of tasks, that still need to be done. I knew that there was still a lot to do, but apparently it may still be a while before official version 1 is released. I knew that eventually I would have to to do some serious optimizations to the graphics engine, but decided to put that off for a while longer to see how long I could live with the simple version. The actual task list proved to be more that even I remembered. (more…)