This is BIG (, maybe even rushed)!
Hello There!
I managed to get quite a bit of done, which is good, in my opinion, however working on this even up until this morning left me with running a handful of test runs which is not ideal, considering that most of the interaction I get from you, the player(s) is bug reports. Which is a good segway to the first item of today.
1. - "Explosion Bug"
I received a notification of a another explosion bug. I fixed the root of that too. Basically, without being too technical, explosions are circularly ranged around their targets so the same targeting bonuses can be applied, as with projectile troops. This helped modularity, but also caused a few issues, where explosions tried to happen outside the map, or potential targets getting shoot in the not so instant process of targeting, shooting rocket, rocket traveling, explosion. Now 99% of the time this was not a problem, however people seem to find a lot of edge cases which are clearly my oversights.
2. - "Commander Unit"
I created a commander unit which allows you to change the targeting of in range troops, similar to medics.
3. - "Targeting Radio"
In relation to the above, created a "radio"-esk part of the UI that shows selected units current targeting, and allows to change it if all 3 conditions are met, which are all signaled with green leds on the UI.
4. - "Targeting Options"
So if all conditions are met, - I. unit is selected, II. there is a commander unit, III. commander unit is near, - you can cycle the targeting of the unit between 4 versions. Target "closest", "furthest", "least dangerous", "most dangerous". Each is very much self explanatory, however as of now, targeting involves the whole map, and not the range of the selected unit. This is because, firstly, it was the easiest to implement, secondly, it compliments the most dangerous, and the furthest options, enabling units to fire as soon as those units are in range, setting up defensive firing lines. There are clear cons to this solution, such as if you keep spawning units too fast, units set to those options are in danger of actually never firing, so I will keep my ear to this page, to see your feedback. If the conditions falter, the unit "remembers" the set option, they do NOT revert to the closest enemy.
5. - "Bulk Purchase"
Pressing the shift key while purchasing resources, now spends 10 times more warsupport, however buys 10 times more supplies. Ease of use feature.
6. - "Enemy AI"
Updated the enemy AI, not so much zombie like as before, more line infantry like. Projectile units now have 3 different behaviors, which determines, how they advance, shot count so they fire and advance periodically, and different RNG behaviors if they get injured. This is randomly set at creation, so experiences may wary. The enemy rocket unit now actively attacks tanks first and the rest later.
This took a sum of setup and work, and honestly don't know what to work on next. I need to add more units to friendly roster, also to the enemy roster. Meanwhile, the menu needs update and fleshing out too. Also this page features new screenshots, with UI in place.
I'll find a way to spend the next 2 weeks usefully, in the meantime, enjoy the game and tell me what you think!
Files
Get Tiles and Troops
Tiles and Troops
Indie pixel-art top-down RTS
More posts
- Done and done!Jun 19, 2022
- Long time, no see!Jun 12, 2022
- Long and tiresome weeks.May 13, 2022
- Text and UI.Apr 14, 2022
- Consistency is an issue.Mar 30, 2022
- We are doing it Live!Mar 17, 2022
Leave a comment
Log in with itch.io to leave a comment.