Reminiscing on our old mountain and water tiles before we update them to be brand new!
Thursday, June 24, 2010
Thursday, June 17, 2010
Check the screenshots below. We have added terrain features (just water and mountains for now) which cannot be moved over and are placed randomly on the screen in a manner that (hopefully) looks somewhat organic. Gary has created the graphics for the above mentioned terrain features as well as new factory and tank visuals. And the AI continues to get more aggressive rushing the gold flagpole and defending it throughout the game.
Saturday, June 12, 2010
The map has been doubled in size and the player can scroll around to view different areas of the map. The way attacking works has been changed as well and the AI is much aggressive in its play style now. It was a good day :)
Friday, June 11, 2010
So as mentioned in the last post we are continuing to experiment with the AI and tweak the basic gameplay model. Below are screenshots of the game as of this morning and today we hope to add additional units and change the attack mechanics.
And a few turns later (I gave up)....
Thursday, June 10, 2010
So we had a few slow days preparing for and giving our presentation to the rest of the research groups. First of all the computer attacks back now and the tank unit has been implemented. Dr. Ramsey spent a lot of time today improving the computer AI and the computer is now a much more formidable opponent, but you can still win the game in less than 30 turns. Gary began to implement a scrollable view which will allow us to make much larger maps as well as zooming in/out.