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Author Topic: Proceedurally Generated RTS  (Read 57023 times)

Draco18s

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Re: Proceedurally Generated RTS
« Reply #330 on: April 10, 2011, 07:36:26 pm »

Ooh, here's another thought! Harvesters can have stats too! Speed, Resource Capacity, Gathering Rate, Armour, and HP.  :)

They do.  750 HP, 8 Armor, 10 Speed, 5000 Capacity,* 10/1/2 Gather rate.*

*Capacity is actually only 500, as things are gathered in 10ths.  So 1 iron/frame, 0.1 mineral/frame, 0.05 crystal per frame (gathered in 400ths).  So 1 crystal takes up the same capacity as 40 iron or 40 minerals and takes longer to dig out.
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Korbac

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Re: Proceedurally Generated RTS
« Reply #331 on: April 11, 2011, 03:42:57 am »

Ahh sweet! Though what I meant was perhaps variable stats. Do you want a quick harvester which collects at a high rate, or a high capacity one that can resist attack long enough to summon reinforcements?

Good to see how it's going, Draco.  :)
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #332 on: April 11, 2011, 09:19:45 am »

Ahh sweet! Though what I meant was perhaps variable stats. Do you want a quick harvester which collects at a high rate, or a high capacity one that can resist attack long enough to summon reinforcements?

Ahh, I see.

There are fewer stats to play with in that case (along with motherships), but it might be possible.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #333 on: April 11, 2011, 09:26:02 pm »

Working on the minimap.



Resources are represented, but I missed nabbing them (they show as brown blocks; not elegant, but strait forward).

Can't click on the minimap nor is the current view shown, but that's all I got done today.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #334 on: April 12, 2011, 02:39:01 pm »

And the minimap is fully functional.

Oh, and I located the bug that's causing the game to freeze.  It's sending custom units into combat, which I already knew might cause problems.  The strong/weak hashtable is currently hard coded and only functions for the 3 standard units.  I don't have the combat calcs in from the Triangle program yet so that the numbers can be entered for the custom units, so they're causing lookup errors.
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Aklyon

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Re: Proceedurally Generated RTS
« Reply #335 on: April 12, 2011, 02:43:23 pm »

So, are you saying its not a good idea to use custom units right now?
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #336 on: April 12, 2011, 02:45:18 pm »

So, are you saying its not a good idea to use custom units right now?

Yeah, don't send them into combat.  They'll lock up, as they'll try to find a target that they're good against, and be unable to move, as the function will error out and not finish.
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Korbac

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Re: Proceedurally Generated RTS
« Reply #337 on: April 12, 2011, 03:43:17 pm »

they'll try to find a target that they're good against

Holy bananas, Batman! This is looking tres magnifique!
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #338 on: May 01, 2011, 12:31:34 pm »

Long awaited update!



We've got crystals, bitches!

Each one is worth 3-7 crystal resources (and slight amounts of the other two).

Not done tweaking how they look, but I came up with a really cheap/simple/fast way to approximate clusters of crystals.  Simply: draw 3 lines in slightly different colors and slightly offset from each other (the center one being drawn last); repeat lots.  Just got to add the couple of pixels that defines the tip (a very pale color for the specular highlight).
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Fayrik

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Re: Proceedurally Generated RTS
« Reply #339 on: May 01, 2011, 12:40:45 pm »

Brilliant. This is the update we've been waiting for.
Absolutely cannot wait for the next demo. Keep up the good work!
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."

Draco18s

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Re: Proceedurally Generated RTS
« Reply #340 on: May 01, 2011, 12:52:20 pm »

I've also improved the resource collection so that they'll avoid resources that were completely collected since the last time they were out (eliminates some of that dead-asteroid-bounce behavior).  Hopefully fixed up the "stick around, harvesting nothing, because the other guy's still pulling out a crystal" behavior too (haven't been able to observe it, as it was pretty rare).

Added in the chase/kite military unit behavior.  Consequently, its easier to kill all 40 of the enemy ships, even when outnumbered (I did it with 23 units yesterday).

Still don't have the new unit strong/weak info generated yet.  Will take a fairly large section of code, even if its already mostly written.

Going to make some UI tweaks in the next few days, and then I'll let you guys have at it again.
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #341 on: May 01, 2011, 11:54:30 pm »

And Have at it. :)

The guard / FRD button should be a little more intuitive now, the crystals are basically done; I'd like to add a little bit more organization to it, as well as try and have some peeking out from behind the rock, but they look reasonable right now.  Colors could use a tweak as well, they were just off the cuff when I was fooling around in Paint trying to figure out how to draw them.

Also tweaked the harvester storage bar a bit.  The crystals used to take up "twice as many" pixels as they would normally take based on capacity (rare minerals take 4x) but changed them to a square root (if you have 2100 worth of crystals....the crystal portion of the bar would be 40 pixels long...now it has 22 pixels--if there's any minerals they'll push the iron into "no pixels" but minerals almost never take up more than 2 pixels of volume without that x4 multiplier).
« Last Edit: May 01, 2011, 11:57:25 pm by Draco18s »
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_DivideByZero_

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Re: Proceedurally Generated RTS
« Reply #342 on: May 03, 2011, 06:10:53 pm »

I've noticed that some units reload faster than they can recycle their weapon. Pointless much?
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Draco18s

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Re: Proceedurally Generated RTS
« Reply #343 on: May 03, 2011, 07:09:39 pm »

I've noticed that some units reload faster than they can recycle their weapon. Pointless much?

I'm not sure I understand.

Units with multiple shots will fire a stream of bullets (think full auto from a SMG) before having to reload (clip's empty).

The numbers for their reload time are in seconds...I think.  There might be a multiplier floating around so that I have nice numbers (speed, for instance, is divided by 5, and units move that modified distance each frame).
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Fayrik

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Re: Proceedurally Generated RTS
« Reply #344 on: May 03, 2011, 07:37:41 pm »

This is great. It's kinda worked fine so far. When can we look forward to getting the custom ships into battle though?

I'm going to show this thread to a few friends as well, if that's okay.
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So THIS is how migrations start.
"Hey, dude, there's this crazy bastard digging in the ground for stuff. Let's go watch."
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