Monday, May 26, 2014

I'm way too tired!

Good evening Ladies and Gentlemen!

First off all I want to apologize for the long pause in my posts, it's not that I haven't been working on this project, I just do not find the time to make an extensive post about everything that has happened since the last time. So here's a quick summary, maybe I'll find the time to go into more detail the next few days:

  • Orc Hero
  • Orc Tower
  • Hero Spell
  • Mana/Rage System for the Orc
  • Particle-Sound-System - I'll definitly make a post + tutorial on that one, could be interesting for anyone using Unity. It's very easy: Let all the ParticleSystem have the possibility to add a sound that get's played alongside the System. Also show/play it in the editor to make it easy finding the right one.
  • Human Start Building
  • Human Hut
  • Human Barracks
  • Human Tower
  • Human Worker
  • Human Archer
  • Human Warrior
  • Human Oracle
  • Basicly the complete Local-Game System
  • ParticleEffects for Arrows (Archer & Tower)

In addition to that I have now pretty much everything planned on paper and in writing, and will soon create a little Guide or Manual for the Game.

But I still have a lot of work to do, here's my list for this week:

  • food has to be reduced when dead!
  • (Maybe) Highlight the selected unit some other way?! (Halo?)
  • Only ONE! Hero (of one kind) alive at a time
  • When hero did perform special attack, set ANGER/Mana to zero
  • Terrain performance sucks, try making it a mesh (T4M?)
  • Multi selector doesnt work now that race is implemented
  • Hero hit needs sound
  • Turn off NavMeshAgent when close to mine (Turn on after)
  • Remove as much transparency as possible
    •  Selected  Ring
    •  Effects?
    • StartUp? (Building etc)
  • Add voices... Eg:
    • On attack: "Get him", "Kill him"
    • On hit: "Arrgh", "Uh"
    • On kill: "Yeah"
    • On Select: "What?", "Yes?", "Why are you bothering me?"
    • On Build/mine: "Sure" (Annoyed), "Okay", "Hmpf", "Do this, do that...", "Gimme a break"
    • On finish build:"And now?", "My work is done!"
  • Add sounds... Eg:
    • During build: Saw and Hammer
And that was just a summary. But, the game is making good progress, even though it costs me (way) too much sleep. Well, enough for today.

Thanks for reading, good night!

Tuesday, May 13, 2014

On the topic of AI

Hi everybody!

The last few days have been very stressful, as I have to study quite a lot at the moment. Since I don't find the time to (really) work at the Project currently, I try to at least plan as much as I can and figure out how to solve some issues.

One of them being the AI of the Units. Some of the questions I came up with:

  • Should the player have a possibility to set what the unit(s) should do? ie.:
    • Patrol - Attack bypassing units
    • Defend - Attack if you get attacked
    • Run - Run away if attacked
    • Hide - Run away if enemy comes close
  • If not, should the Unit have a way to decide? ie.
    • Attack bypassing units if you are stronger
    • Defend, but don't attack if you are a bit weaker
    • Run if you are attacked and the enemy is way stronger
  • Or should they all just react the same way everytime? ie.
    • Just freaking attack enemies if you see them!
  • Furthermore: What if I'm currently going somewhere? ie.
    • Player sends Unit to some point. On the way there it encounters enemies. What now?
      • March on
      • Attack them immediatly
      • Attack them if they attack me
  • What if you have friendly units nearby? Should they help you attack?
And these are not even all the things that come to my mind. Do you have any suggestions?
My idea would be something like this:

  • If you are send somewhere, don't attack units you encounter on your way. Just keep going, even if they attack you.
  • If you are in idle-mode, do not attack enemy units unless they attack you, or they attack friendly units or buildings nearby.
  • If you are attacked:
    • Enemy is weaker: Attack
    • Enemy is the same: Attack
    • Enemy is a bit stronger: Attack
    • Enemy is way stronger AND you are alone: Run
    • Enemy is way stronger AND there are friendly units in idle-mode nearby: Attack
  • If nearby friendly units are attacked:
    • Attack!
I'm not quite sure yet if this will be the way it turns out, but we will see about that. Currently, all units that are able to fight (Warrior, Archer, Hero) behave like this:

  • Idle: Attack enemy on sight
  • Going somewhere: Go there first, if you switch to idle, well, the above.
Which is a bit too less in my eyes.

Please, if you have any ideas, leave them in the comments below, I'd highly appreciate them!

Friday, May 2, 2014

This is fucking hilarious =D

For once, nothing new about the game. Just thought I'd share a video by FaptainObvious, which not only gave me a good laugh, but also features a great indie game with beautifull graphics and some awesome gameplay.

That's already it, thanks for reading.