Bombs and Bullets - a 2D RTS inspired by Command and Conquer
- Smooth Sailing
- Citizen
- Posts: 91
- Joined: Wed Oct 16, 2019 11:30 am
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Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Water height-based rendering added, shallow water, nearer to the shore, is more transparent, while deeper water, is more opaque. (pic)
+ Multiple types of water can exist on a single map (pic)
- however, due to rendering issues, two different types of water textures can not be adjacent because there can't be transition.
+ Props (which are 2D) can now rest in water (a 3d plane) and be correctly obscured by each other (pic)
+ Tiles and water will have metalness and smoothness values (not textures) added. They have color and normal textures.
+ Tile props, which is grass at the moment, has been fixed and can co-exist with water. (pic)
- Yes, the current grass is ugly, that will be fixed once the workload tapers off a bit.
+ Tile height-based tinting added. (pic)
+ Basic functionality for tile decals added. This will be used for roads, blood, craters and other things (pic)
+ Map nodes, which players and AI will fight over and interact with, have been created.
+ Map node batch import function added.
+ Stat editor updated to accommodate these various editions.
+ Road tile generation workflow has been completed.
+ Road tile decal work has begun.
+ Hammered out how tile decals work, which will be helpful for road generation.
+ Exploring what types of tiles are needed for certain biomes for map generation.
+ YouTube channel soundtrack playlist is here: https://www.youtube.com/watch?v=P_pcpkL ... 77eo8PSN1w
+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
- Smooth Sailing
- Citizen
- Posts: 91
- Joined: Wed Oct 16, 2019 11:30 am
- Location: Earth, Hopefully
- Contact:
Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Road tile decal set approaches finalization, normals are done as well
+ Road tileset rejigged to be rotated by 45 degrees instead of only 90 degrees. Reducing the tile count a bit. (pic)
+ Tile decal UVs shrunk so that the textures could be rotated 45 degrees
+Tile transitions improved
+ Node csv importer completed, which also functions for any entities
+ Node csv import functions added to both the map creation and map editor interfaces
+ Node csv import condition functions added. When placing nodes, it can detect what type of tile its on and place the correct node accordingly.
+ Map creation issue where tile types are limited to 4 in each chunk fixed
+ Tile and tile decal roughness and metalness values added. This takes place of roughness and metalness texture maps.
+ Exploring what types of tiles are needed for certain biomes for map generation.
+ Gonna start pumping out maps like crazy soon.
+ YouTube channel soundtrack playlist is here: https://www.youtube.com/watch?v=P_pcpkL ... 77eo8PSN1w
+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
- Smooth Sailing
- Citizen
- Posts: 91
- Joined: Wed Oct 16, 2019 11:30 am
- Location: Earth, Hopefully
- Contact:
Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Make maker decal import is implemented.
+ Roadmaps can now be resolved and imported as decals has been implemented.
- The implementation of the roadmap resolution means that the road decal tiles will likely need to remade.
- There's a method that literally yields all possible arrangements of the road, so we'll just make all possible variants.
+ Map node import csv now has text portion separated out as a i18n file. This will help with adding languages in future, and mirrors our UI work.
+ Map importer can now read text and data attached to specific nodes.
- Some nodes on maps will have town names and population attached to them, which will affect AI behavior and gameplay in future.
+ Conditions can be set in map node csv so that standard sets of map nodes can be generated for maps.
+ Biomes introduced, a biome is just a standard set of instructions for the heightmap to tilemap generation process.
+ Arctic biome created
+ 316 maps, mostly in the Greenland, Nunavut, Franz Josef Land and Severnaya Zemlya.
- These maps are all desolate arctic maps, so is a good set for a test of map creation nodes, biomes, and batch processing.
+ The massive volume of future maps will require a separate map pack.
+ The core game in future will mainly contain maps with towns and such and less complete wilderness.
+ Most core functions for 0.07 and even 0.075 have been implemented. Which is 1 month ahead of schedule.
+ YouTube channel soundtrack playlist is here: https://www.youtube.com/watch?v=P_pcpkL ... 77eo8PSN1w
+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
- Smooth Sailing
- Citizen
- Posts: 91
- Joined: Wed Oct 16, 2019 11:30 am
- Location: Earth, Hopefully
- Contact:
Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ New tool that allows customization of UVs for tiles within the editor. This helps making the tile decals easier
- Gonna leave decal and road work to the side while I finish working on biomes and world map generation
+ Expanded the csv import functions to add some map data for the map generator. (vid)
+ With the import functions, the csvs, plus the heightmap, tilemap and roadmap, the task of generating world maps is very fast per map.
+ The ultimate goal is to create enough maps to cover the ENTIRE world.
- Should amount to less than 75k maps. Most of these are wilderness, and will be included in a separate map pack.
+ Open map folder feature has been added to support future map pack implementation.
+ Bug with height-based tile tinting has been fixed.
+ World map can now accommodate maps that are multiple long-lat grid squares. (vid)
- This is needed for the arctic, but also for maps with thin shorelines that need to be combined with an adjacent map.
+ Named map nodes (towns, military outposts, etc.) can be displayed in-game and edited in the map editor
+ A generated map_info.csv file will insure that all maps have a unique name and unique map description.
+ All core features for version 0.07 and 0.075 have been completed. Just needs to fix bugs and grind out some maps.
+ Work on version 0.08, which revolves around changing the whole navigation system to flow maps, has begun.
+ YouTube channel soundtrack playlist is here: https://www.youtube.com/watch?v=P_pcpkL ... 77eo8PSN1w
+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
- Smooth Sailing
- Citizen
- Posts: 91
- Joined: Wed Oct 16, 2019 11:30 am
- Location: Earth, Hopefully
- Contact:
Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Streamlining map generation workflow. Created about 37 maps in 2 hours, but they're all wilderness.
- Per-map creation efficient will rise greatly as we move into the North American and Eurasian mainland. Coastal maps take more work.
- The Ultimate goal is to create maps covering the entire world.
+ Gonna finish up this round of map creation and go fix the decals next.
+ Two biomes created, Tundra and Polar. 0.07 will only have these two on top of the default one.
+ Map entities import function can now have conditions like 'don't place when tile is water'.
+ Per map map tinting function added. Adds a little bit of visual variety.
+ Bugged the Love2D devs to fix a problem with the .dds file format. They finally said they'd fix it in the next version.
+ All core features for version 0.07 and 0.075 have been completed. Just needs to fix bugs and grind out some maps.
+ Work on version 0.08, which revolves around changing the whole navigation system to flow maps, has begun.
+ YouTube channel soundtrack playlist is here: https://www.youtube.com/watch?v=P_pcpkL ... 77eo8PSN1w
+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
- Smooth Sailing
- Citizen
- Posts: 91
- Joined: Wed Oct 16, 2019 11:30 am
- Location: Earth, Hopefully
- Contact:
Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ map count: 103
+ workflow for generation of wilderness maps finalized for now
+ added support for folders in the maps/world folder to help with organization
+ Fixed bugs and problems in workflow to properly import node / town names and their populations
+ Added another functions that forces generation of entities regardless if tiles are slanted or not
+ Work switching pathfinding over to flowmaps has begun. This might take 2 months to do. Yikes. (pictured)
- This should significantly improve the pathfinding speed, especially for more complicated maps.
+ Added a system for flowmaps that blocks some or all units for traversing if there is an overpass that is too low. (pictured)
+ Fixed some minor bugs and tweaked UI a bit.
+ Resuming decal work for roads.
+ All core features for version 0.07 and 0.075 have been completed. Just need to hunt bugs, grind maps, and finish decals.
+ YouTube channel soundtrack playlist is here: https://www.youtube.com/watch?v=P_pcpkL ... 77eo8PSN1w
+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
- Gunroar:Cannon()
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- Joined: Thu Dec 10, 2020 1:57 am
Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
Heheh...balancedbreakfast, just saw that. Nice name.
- Smooth Sailing
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- Posts: 91
- Joined: Wed Oct 16, 2019 11:30 am
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Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
Its the most important meal of the day ~Gunroar:Cannon() wrote: ↑Mon Aug 22, 2022 9:17 pm Heheh...balancedbreakfast, just saw that. Nice name.
- Gunroar:Cannon()
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Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
Well, funny thing about that...Smooth Sailing wrote: ↑Wed Aug 24, 2022 3:32 pmIts the most important meal of the day ~Gunroar:Cannon() wrote: ↑Mon Aug 22, 2022 9:17 pm Heheh...balancedbreakfast, just saw that. Nice name.
- Smooth Sailing
- Citizen
- Posts: 91
- Joined: Wed Oct 16, 2019 11:30 am
- Location: Earth, Hopefully
- Contact:
Re: Bombs and Bullets - a 2D RTS inspired by Command and Conquer
:: BnB ::
dev :: Commander Rad
tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS
web :: twitter.com/GamesBreakfast
progress ::
+ Remade the 6 maps of Crete using the new workflow but with roads. Looks cool, but the roads are still a bit weird.
+ map count: 109
+ Made significant progress with road decal generation. Redid all the road decals too. (see progress in pic)
- Gonna improve the road decal design and better normals at a later date.
+ Added a really cool debugger for road tiles and other decal work.
+ Work with switching pathfinding over to flowmaps continues. Progress is good, but might need another 2 months or so.
+ Outputted version 0.07 for release, but there's a bug with the release build, so we need to iron that out first.
+ With luck, release of 0.07 this week.
+ 0.075, which will just be bug fixes and more maps, may or may not happen.
+ YouTube channel soundtrack playlist is here: https://www.youtube.com/watch?v=P_pcpkL ... 77eo8PSN1w
+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets
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