Showing posts with label Orc. Show all posts
Showing posts with label Orc. Show all posts

Tuesday, April 29, 2014

The campaign menu

Good evening!

As I'm writing this lines it's after midnight here in Austria, and it could be that I already had a few beers, so if you find any spelling mistakes, you can keep them.

Now, what I'm really here for: As I stated in my plan earlier this week, today (or yesterday, by a few minutes) should be the day where I finish the campaign menu. And.... I did. In fact, I completely redesigned the whole menu, since I thought it's a bit overloaded for a game mainly designed for mobile devices.

I will show you all it's beauty in the next video, which will come either this weekend or some time during the next week. But for now, enjoy some screenshots:


The main menu - It features an orc which just runs around.


The Race selection. As said earlier, you can play the campaign from either side.

The map selection! I think this one really looks nice. As you can see, only
the first map is enabled at the moment, as you have
to finish this before moving to the next one.


Now, I will head for the bed, as tomorrow will be a very busy day, where (hopefully) I will find the time to finish the hero.

Thanks for reading, Good night!

Monday, January 27, 2014

Map-Setup

Yay! Milestone number 1: The map design and Setup is finished!
What happens is basically this:

Player enters level, the StartScript chooses a position for him, creates a startbuilding (the townhall) there, the townhall then produces a worker, and leaves the rest to the player. This is basically where the game takes off. The whole thing looks like this:



Or like this:


depending wether you play Orc or Human. Not bad eh? The menu you see down there is from the townhall, which is selected in the images.

So, to summarize what I did today:

  • Set the player/camera to one of 4 positions at gamestart
  • Automaticly build the start-building/townhall there.
  • Set the inventory to start values
  • Give that building a menu to build something (in that case a worker)
  • Give that building some variables, like "health", even though that term is probably wrong in that case

Well, thats  it already for today! Tomorrow I'll probably try to let the workers be "movable", meaning that the player can send them around (Which means they have to me selectable/multiselectable first). And, if I find the time they should start mining, even though I think thats some work for wednesday.

Thanks for reading, arrivederci!