Thursday, June 3, 2010

Control Resource/Flag Points and the start of AI


I rushed to the enemy factory and found out that the computer is currently the ultimate turtle!

Build Queue


Up, Running and Bug Free. Built those soldiers simultaneously too!


Tuesday, June 1, 2010

Turns and Build Queue

Put the finishing touches on the Fog of War today, now the fog returns to any area the unit can't see. Got the turn system up and running today and tied it in with the build queue. Working on generating units to all the grids that touch the grid the factory is on and alert the user if a unit can't be placed on the map and preserve the build queue.

Monday, May 31, 2010

Line of Sight!

Fruits of my labor from last night. Fog of War! Light green are areas visible to the player. The blue square is a factory, the red square is a soldier unit. The pink squares are enemy units at the limits of the factory's vision.

Friday, May 28, 2010

Menu, Movement Rules and Fog of War

Today we added a permanent menu bar to the bottom of the screen where the user can issue units orders, end the turn and is presented with gameplay data (props to Gary, the menu is great). We then implemented movement rules that stop the player from moving any distance they want. We also made it so that the transparent box that shows where the unit will be moved to is not displayed anywhere it would not be possible for the unit to move. We then moved on to implement the Fog of War effect so that the player cannot see anywhere on the map that it would not be possible for their units to move to on the next turn. Unfortunately the game crashes before it ever displays anything on the screen, but I'm sure this will be resolved quickly next week and we'll have some sweet screenshots to show off. Until then...

Thursday, May 27, 2010

Framework up and running!!

So we now have a basic framework established. A player can move red blocks around the map and create more red blocks with the blue block. I'm excited... Check the pics

END OF DAY UPDATE: You can now attack and kill other soldiers and buildings...balla!!!





Tuesday, May 25, 2010

Maybe we are onto something here??

http://www.quarterdown.com/Editorials/Can-the-iPad-Save-RTS-Gaming/

Makes a few good points about how generic RTSs have become and how control schemes based on touch could revive the genre.