Showing posts with label Hero. Show all posts
Showing posts with label Hero. Show all posts

Tuesday, July 29, 2014

The Stinker

Hello and good evening everyone, It's way after midnight here, so I'll keep it short. I finished the second Orc hero, the "Stinker":
"I tell you, we are here on Earth to fart around, and don't let anybody tell you different."
(Kurt Vonnegut)


And here is his first spell:

Upon impact the Stinker destroys itself, but leaves the enemies stunned and deeply hurt.

Ok, that's it, I need some sleep.

Thanks for reading, good night.

Monday, July 21, 2014

Big news everyone

Hi everyone,

The last two weeks I've been on vacation in Croatia, and it was wonderful!
But still, I managed to work a bit every day on this project, and made huge
progress! Here's a list of what I've done:


  • I finished the campaign menu, that's the final version now
  • I made a tutorial - the first two levels of the campaign will teach you the basics of the game
  • Parts of the shop system
  • The first "real" level of the campaign
  • The game over check of the game
  • Refined the animations of the game
  • Optimized huge parts of the game
  • Tested it on several devices:
    • Device                         FPS on High quality          FPS on Low quality
    • Samsung Galaxy S4                    ~45                                    ~60
    • Samsung Galaxy S2                    ~30                                    ~40
    • Samsung Galaxy S                      ~25                                    ~35
  • Refined the fighting of units
  • Set the values (Gold, Food, etc. - These might still change a bit after alpha testing)
  • Refined the hero
  • A settings menu (sound, quality, etc)

Basicly, the game is playable, however, there are still a lot of things todo:


  • Online PvP
  • The rest of the shop system
  • Music and SFX
  • Optimize even more (I guess I can make it at least 30% faster)
  • The human hero
  • The fog of war is a bit buggy
  • Same goes for the mini map
Since I do not have to study for the next 3 months, I'm pretty sure I can find the time to make a little video on all these changes. 

So, till then, have a nice summer day, and thanks for reading!                                          

Thursday, June 26, 2014

The Orc Hero

Hey again!

Just wanted to tell you that there has been an update to the orc hero. If you look back at this post some time ago, you'll see what model I initially wanted to use for the (first) Orc Hero. After looking at it several times, I just wasn't satisfied.... So, here's the new one:

THE *TANK*


Not bad, or what do you think? I think he fit's perfectly into the style of this game.

Thanks for checking by, now have a nice day!

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!

Saturday, April 26, 2014

Just some screenshots for the Campaign, and some updates!

Hi everyone!

Easter is over, so it's time for some quick updates!

1.) The hero! He walks, he crushes bones, and he destroys everything that comes in his path. So what's left? The special ability! I hope I'll finish this tomorrow, let's see.

2.) The Multi-Selector! I don't know if I have ever written about this or not, nevermind. One big challenge when creating a RTS for mobile (and therefore touchscreen) devices, is the simple task: Select several units. How are you gonna do that? Well, I for one, tried to solve it with a little button that you can move over all units you want to select. And it WORKS! I'll show you how and why in the next video (hopefully also featuring the hero)

3.) The campaign! As you have seen in my previous posts, 2 maps are already (or nearly) finished. The game will have a single player campaign that stretches over 4 maps, and can be played with both sides. So, the last 2 days were spent making a campaign overview map, which will guide you through your process and provide some background story. Here some screenshots:

The burning mountain - As seen in my previous posts

Some snowy ice map

The forest map - As seen in previous posts

Just some details

The human capitol

The Ridge - Haven't even begun working on this, but that map is gonna be awesome!

The whole map!

So, that's it for today. Questions, comments, suggestions? Leave them below!


As always, thanks for reading!

Monday, April 14, 2014

A new map, a hero, Screenshots...

Good evening Ladies and Gentlemen!

I'm currently working on the first orc Hero as well as on a second map, "The Burning Mountain".

I think this is gonna be a productive week, as I do not have to attend university for the next three weeks. (I have to work though). If everything works out as I hope, you'll get severall updates this week.

Back to the game! Slowly, but notably, this project is getting closer to being finished. But, it still misses something important.... the story!
Since a game completely without story won't work, I'm trying to make something up, but I guess that is not something I'm particularly good at, so if someone has an idea, PLEASE contact me!


Now, to the screenshots!


I like the combination of orcs and lava, what do you think?

As you can see the main theme is Lava. Although the design isn't completely finished, I think it's ok for now.

Another view, from a different angle.

And for the last screenshot, the first hero! If you look closely you will find that it is just a modification of the warrior model, but it works quite well this way. All heros will have some special ability, this one will get some sort of "earthquake" attack. So that if he hits the ground with his axe, it ripples and breaks hurting all around him.


Thats it for today, hope you have a nice and productive week.

Thanks for reading!

Thursday, April 10, 2014

Better late than never! Warriors and Archers - The movie ;)

Just kidding, there's no movie! But at least a two minute demo of them. Tell me what you think, comment and request changes in the comments please!





I'm currently working on the first hero for the orcs, which will be some kind of freaking huge warrior. The second one is gonna be some kind of Shaman. More information about that this weekend.

As always, thanks for reading/watching.