I've finally got input working!
The aim is to produce a game that has RTS-style gameplay with very little micromanagement, that is mostly AI driven. Its more of an experiment than anything, but I thought I might as well share it, and get some exposure.
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If anyone is interested in a temporary position helping with terrain generation, optimising, spriting or whatever, be my guest. You'll get your name in the credits, its really all I can offer at this point in time.
Anyone wishing for a permanent position at Adrenaline Studios should contact me via personal message.
Current todo:
- -fix the cliff bug STOP PUTTING IT OFF ASfiwheguvjdsf
-fix the team bug (prevents units from updating) >< >< --SORT OF DONE WORKAROUND ICK
-implement grass and use the lovely grass sprites
-Fix the movement bug
-terrain evolution
- -There are some rendering bugs
-the units have some trouble following build orders
-I'm still tinkering with everything so there'll likely be some bugs I've missed or weird tagging. That's all part of the fun, report any you notice though
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CHANGELOG: NEWER AT TOP
12/6/2010: New version 0.8d
-added a version with embedded windows binaries for the lazies out there.
-fixed the "random" bug ;)
10/6/2010: New version 0.8c
-back to zip packaging
-added boundary locking, no more flying off into nowhere with the map never to be seen again!
09/6/2010: New version 0.8b
-stripped back dev files, repackaged with better compression -> tiny download
09/6/2010: New version 0.8a
-Input System
-Better GUI
-Better AI
-A million bugs fixed
-Various tweaks
28/2/2010: New version 0.6
-Refined job system - still not perfect/what I want, but works for tweaking behaviours.
-Unit reproduction and base genetics - needs more modification
-HUD updated.
-more optimised drawing functions, should be _less_ hard on onboard/old chipsets.
-building sprites
23/2/2010: New version 0.6
-UNIT TASKS ADDED - needs class implementation and refining, but still
-Resource system and hud rudimentarily implemented
14/2/2010: New version 0.5b
-Fixed the lag issues, pathfinding is still a little gimped.
13/2/2010: New version 0.5a
-units rudimentarily implemented
-basic pathfinding - HORRIBLY LAGGY
-Lots of tinkering, everything is now a lot nicer and faster except for units.
5/2/2010: New version 0.4
-automaton now has grouped terrain (currently biased towards plains)
-trees have update and destroy functions
1/2/2010: New version 0.3
-again updated automaton
-better vegetation system
-more tiletypes
-civ placement and terrain type readout at end of generation
-a trillion new ideas
-BUG: Cliff detection fail.
-possibly related: random chunking around the edges of the map
25/1/2010: New version 0.2
-much more advanced automaton
-sprite based drawing of types and vegetation (way prettier)
-beginnings of an entity system
-dedicated 32 colour palette (!!!) per sprite, with 16bit overlays (modulation)
6/1/2010: New version 0.1
-improved generation and load times :D
-temporary altitude drawing mockup
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CREDITS:
The Adrenaline Studios Team:
Geti - Joint lead creative design, lead art, joint lead programming.
Unussapiens - Joint lead programming, site hosting, enigma.
Shikaze - Joint lead creative design.
Altemo - Dreative design.
Special Thanks:
Arne "Prometheus" Janssan - Artistic inspiration and encouragement.
Daniel "Data" Tabar - Design inspiration.
LOVE Team - Love2d Engine.
Gurks - Minimal conceptual design and sitting here
whilst I battled with the automaton bugs.
Yar () - Basis for a lot of the terrain and vegetation sprites.
osuf-oboys - Automaton ideas.
Borsty - ISOLOVE example.