Proto-RTS

Show off your games, demos and other (playable) creations.
Geti
Party member
Posts: 112
Joined: Tue Oct 20, 2009 6:38 am

Re: Proto-RTS

Post by Geti »

Would still love a response to the vote.
Image
Screen showing the tree growth making some nice landscapes, and the much nicer state of the automaton.
Implementing units tomorrow if possible, as I need to clean up the growth code.
User avatar
kikito
Inner party member
Posts: 3153
Joined: Sat Oct 03, 2009 5:22 pm
Location: Madrid, Spain
Contact:

Re: Proto-RTS

Post by kikito »

I tried to vote, but I thought you forgot to activate the poll or something.

It is at the bottom of the screen, on the same place that says "Upload Attachment" - There's a tab for polls.

In case you wanted a "1 post - 1 vote" type of poll, I vote "no". I prefer faster releases.
When I write def I mean function.
User avatar
bartbes
Sex machine
Posts: 4946
Joined: Fri Aug 29, 2008 10:35 am
Location: The Netherlands
Contact:

Re: Proto-RTS

Post by bartbes »

Yeah, couldn't find the poll either.
Geti
Party member
Posts: 112
Joined: Tue Oct 20, 2009 6:38 am

Re: Proto-RTS

Post by Geti »

Nah, it was intended more informally, but alright, I'll get the automata polished and the growth code debugged and then give you guys v0.4 early. v0.5 will have unit wandering around, and possibly houses and farms, so I can start working on actual game mechanics :P
Geti
Party member
Posts: 112
Joined: Tue Oct 20, 2009 6:38 am

Re: Proto-RTS

Post by Geti »

Right, Updated.
Was in a rush to get it done, so the automata hasn't been updated today. Trees now grow in a kinda buggy way, but the point is you shouldn't run out of wood in 5 seconds now.
Will get units and long plains grass and such happening soon, off to school now.
Comments appreciated.
User avatar
kikito
Inner party member
Posts: 3153
Joined: Sat Oct 03, 2009 5:22 pm
Location: Madrid, Spain
Contact:

Re: Proto-RTS

Post by kikito »

Looks even nicer than before.

There's some sort of illumination on the terrain, depending on the height, right? I haven't looked at the code or anything, just asking. Makes it look even cooler.
When I write def I mean function.
Geti
Party member
Posts: 112
Joined: Tue Oct 20, 2009 6:38 am

Re: Proto-RTS

Post by Geti »

kikito wrote:There's some sort of illumination on the terrain, depending on the height, right? Makes it look even cooler.
Cheers for your kind words kikito :D
And yeah, eventually I'll use the illumination to do fog effects and such, but for now I just like the nice gradients it makes. Glad you're enjoying this.
Geti
Party member
Posts: 112
Joined: Tue Oct 20, 2009 6:38 am

Re: Proto-RTS

Post by Geti »

UPDATE
I need some help guys.
The pathfinding is currently more than dead. terrible. broken. it causes hangs in the while loops, and doesnt even work properly. If someone could take a look, or just delete it all and redo it, that would help my tired, addled brain a lot.
changelog and screenie are accurate, except imagine it with anywhere between 60 and 0.2 FPS :x
User avatar
rude
Administrator
Posts: 1052
Joined: Mon Feb 04, 2008 3:58 pm
Location: Oslo, Norway

Re: Proto-RTS

Post by rude »

Cool. Better watch this one. :nyu:
Geti
Party member
Posts: 112
Joined: Tue Oct 20, 2009 6:38 am

Re: Proto-RTS

Post by Geti »

Cheers rude :D
Also, i fixed it, sort of. In celebration, possibly the coolest world i've seen it produce inthusfar:
Image
updating OP now, then sleeping.

EDIT: DONE
oh also me and a mate are writing up the score at the moment. He's damn good, if i can get you some previews i will.
Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests